Skip to main content

Full text of "Nintendo Power"

See other formats


VOLUME 38 U.S. $3.50 /CANADA $4.50 



THE SOURCE FOR NEWS AND STRATEGIES STRAIGHT FROM THE PROS 






m?owW 


Nintendo Poner 8 
lets you go behind 
the screens! 


Nintendo Power Magazine gives you 
the power to get into your games, and 
now you can triple your power with a 
1-year subscription! Just $15 buys 12 
power-packed issues - that’s about 
three times as many as it’ll buy at the 
newsstand price. Plus we'll give you 
the FREE Player's Guide of your choice! 

Each issue is packed with exclusive 
tips and maps you'll need to power 
through every level of your favorite 
games -- it’s inside information 
straight from the pros, and you’ll only 
find it in Nintendo Power! 




Slfalllc LLQI'l' tlLLll 


s v 


II 

Put your scores in orbit with 
the litmate ty source - a lintendo 
Player’s Glide! Choose one FREE with 
you- SB aijscriptjon. 

NES GAME ATLAS (code 509) - 180 pages of 
complete maps for 18 best-sefcg games! 

GAME BOY (code 510) - features maps, tvs 
and strategies for owr 130 action hits! 

MARIO MANIA (code 511) - 170 pages ndudng 
iHlepth desorptions of Siper Mario Wort* 

SUPER NES (code 512) - 160 pages of inside 
information on the hot new games far ttis 
l&titpowertnuse! 


GmS 






? Xinfgtula systems . a Top 20 bil list 
union comics ami Ions more — don 
— subscribe today! 


M lirmfiTili Wl 








unn 


* lor incrediblt 


mmm 






first look 


al all tin 


lit. 


YES, Get me real POWER! 


□ YES! SEND ME 24 ISSUES OVER 2 YEARS - 

Plus my FREE Player’s Guide. For just $30 U.S.I 
$44.94 Canadian Fluids (includes 7% GST).* 

□ YES! SEND ME 12 ISSUES OVER 1 YEAR - 

Plus my FREE Players Guide. For just $15 U.SJ 
$22.47 Canadian Fiwds (includes 7% GST).* 

' Washington State residents M m sales tar total $32.46 tor a 2-year subscription and $1623 for 1 year. 

;E YOUR PLAYER'S GUIDE: (check one) 

O NES Game Atlas (509) [U Game Boy (510) 

D Mario Mania (511) □ Super NES (512) 

Please complete and mail this order form to: ttntendo Power Magazine, Attn. Subscrption 
Dept, P.0. Bo* 97043, Rednond, WA 98073-9743. Please alow lev to six weeks tor delivery. 


Please print clearly with ink: 


I’m paying for my subscription by (Please check one): 

□ Check or Money Order (Payable to Nintendo) □ VISA □ MasterCard 





More power than 
you’ve ever seen 
before! 

NES GAME ATLAS (code 509) 
GAME BOV (code 510) 

MARIO MANIA (code 5U) 

SUPER NES (code 512) 






DO YOU KNOW 
WHERE YOUR GAME 
PAK HAS BEEN? 



Rex really wanted to play. It's too bad the first thing he found was your favorite Game 
Pak. He slobbered all over it! Sure, he could have gone for his plastic doggie bone, but 
noooooo... he just had to have the game. Don't worry. All is not lost. You have your 
NES Cleaning Kit. You'll want to clean off the contacts before using this game again. Be 
thankful you stopped him before he had a chance to really destroy it. Then you would 
have had to take it to a Nintendo World Class Service Center to have it repaired. You 
need to take care of your games. Looks like you need to play with your dog more, too! 



Take care of your games with Game Boy, 
NES, and Super NES Cleaning Kits. 


(Nintendo) 


Call 1-800-255-3700 

For more information on Nintendo Products and Services 





JULY 1992 


VOLUME 38 




NES 


GAME BOY 


TOXIC CRUSADERS 46 

JEEP JAMBOREE 52 

WAVE RACE 56 

CENTIPEDE 60 


SUPER NES 


PANIC RESTAURANT 8 

Capcom's GOLD MEDAL CHALLENGE-14 
MIGHT AND MAGIC 18 


MAGIC SWORD 78 

STREET FIGHTER D 83 

NCAA BASKETBALL 94 


TIPS FROM THE PROSES! 

CLASSIFIED INFORMATION 26 

COUNSELORS' CORNER 70 

NESTER’S ADVENTURES 100 

THE INFO ZONE 

NINTENDO POWER 4TH ANNIVERSARY 22 

TECH UPDATE 74 

CELEBRITY PROFILE 109 

NEXT ISSUE 114 

VIDEO UPDATES 

NOW PLAYING 102 

PAK WATCH 110 

comics 

THE LEGEND OF ZELDA 30 

SUPER MARIO BROS. 62 


PLAYER'S FORUM 


PLAYER'S PULSE 6 

PLAYER'S POLL CONTEST 98 

POWER PLAYERS 101 

TOP 20 106 


VOLUME 38 5 








Because we come to work every day and have a regular routine, we sometimes forget the 
unique side to some of our readers' daily lives. That is, until we open your letters! 


S TUDENT 
POWER 

I’m a high school student and a Power 
Player. Whenever I feel like I’m buried 
in research papers, tests and labs need- 
ing to be completed, I call a time out 
and go for my Super NES, NES or 
Game Boy. Playing video games clears 
my mind. It also gets rid of stress. I’ve 
found the systems to be the next best 
thing to having an actual arcade 
machine, and they cost less! 

Stanley Ng 
Longview, WA 



We got our NES in 1988 and have 
beaten about 50 games. One really cool 
thing is that because my brother has no 
arms, he plays with his feet. 



Sam and Jon Sheptock 
Interlachen, FL 

Two aspiring Game Counselors, possibly? 



While my brother, Nicky, was playing 
SimCity, I started playing the Village 
Music on my keyboard. After working 
out a few bugs, it sounds perfect! 

Bobby DErrico 
Stratford, NJ 



Dad said we can get the Super NES 
if we get along for 30 days. He 
already has it, but it’s in the garage 
attic. He’ll even cut it down to 20 
days if things go well. I have two 
brothers who always fight, so I 
doubt we will get it. 

Chris Pickin 
Allegan, Ml 


You're counting and we’re hoping, Chris! 
Let us know if the three of you pull together 
enough to step into the world of Super 
power. 


SUPER NES 
QPINION pOLL 

I’ve owned a Genesis for a year, but 
have played my NES more because I 
wasn’t impressed with the so-called 
“next generation.” I purchased the 
Super NES and found the “real” next 
generation! There’s no comparison; 
ActRaiser is like playing a classical CD 
and the Mode 7 action in PilotWings 
is incredible. Give it up. Genesis! 

Charlie Drouaillet 
Moreno Valley, CA 

I’m having a hard time deciding which 
system to buy: Super NES or Genesis. 
Everyone knows that the Super NES 
has the best action and adventure 
games like Street Fighter II and the 
new Zelda game, but I LOVE sports 
games. Genesis may have the upper 
hand in that category. What can I look 
forward to in Super NES sports games? 

Mark Knight 
N. Hollywood, CA 


There should be about 25 Super NES Sports 
games by the end of the year, Mark. Keep 
your eye on Pak Watch! 


What makes a great system? Tell us 
what you think about the capabilities of 
the Super NES compared to other sys- 
tems. What’s important to you? 
Graphics? Games? Speed? Sound? Style? 


NINTENDO POWER 
PLAYER'S PULSE 
PO BOX 97033 
REDMOND, WA 
98073-9733 


6 NINTENDO POWER 





STAR WARS 

CONTEST WINNER! 


Erich Fisher, from Spring, Texas, was chosen as the Grand 
Prize winner in our Player’s Poll Contest from Volume 31. 
Erich and his mother flew to San Francisco for a fun-filled 




weekend! Erich is a huge Star Wars fan. Needless to say, he it's certainly not a crime to 
was extremely excited about being chosen as the winner. Erich rea . cl Nintendo Power. Erich 
■ •it . i i i . i took a tour or the infamous, but 

visited LucasArts and got a chance to see how video games are now defunct A | cotroz prison 

developed and programmed. He also saw how some special 
effects are created for movies and television. A stop at the Star Wars Archives proved to 
be the highlight of the weekend and an enlightening experience. The props 
used in films produced by George Lucas are kept there. Everyone had a lot of fun. 


Bobo Fett sets off to capture Han Solo. It was 
a dream come true for Erich to visit the Stor 
Wars Archives and see items from his favorite 


Captain E-O? Erich tried on the same gear 
Michael Jackson wore in the mini-movie. The 
Star Wars Archives houses more than just Star 
Wars items. 


EDITOR'S CORNER 

Volume 38 marks the fourth anniversary of 
Nintendo Power magazine. Four years... WOW! It 
seems like only last month we were deckling what 
to put on our first cover. We’d especially like to 
thank those people who have been subscribing to 
Nintendo Power since the be finning. We also hope 
that you stay with us for many more years! Over the 
years we’ve seen the release of hundreds of games 
and two new Nintendo systems. Along with those 
releases, our magazine has grown and transformed 
into what you are looking at today. There are more 
great releases on the horizon, too. Nintendo’s new 
CD system will make its debut within the next 
year. You can be sure that we will have the “inside 
track” on this exciting piece of hardware and the 
software to go along with it. Stay tuned for more! 

Gail Tilden 
Editor in Chief 


PHONE DIRECTORY 


NINTENDO POWER SUBSCRIPTIONS 

1-800-521-0900 
Subscriptions and renewals only. 
24 hours a day, 7 days a week 

CONSUMER SERVICE 

1 -800-255-3700 
(TDD 1-800-422-4281) 

Call for service, general assis- 
tance or to change your address 
between 4am and midnight 
Pacific time, Monday through 
Saturday or 8am and 5pm 
Sunday. 

GAME COUNSELING 

1 -206-885-7529 
(TDD 1-206-883-9714) 

Stumped by a game? Call our 
Game Counselors for help 
between 4am and midnight 
Pacific time, Monday through 
Saturday or 8am and 5pm 
Sunday. It's long distance, so 
before you call, be sure to get 
permission from whomever pays 



VOLUME 38 7 





Welcome to "Eaten" -a world-famous dining estab- 
lishment. Fine cuisine is dished up daily by the owner 
and chef, Cooky. Eaten’ s success has been attributed to a myster- 
ious secret ingredient that Taito has conjured up for Cooky 
to use. Apparently, this secret ingredient is now causing a strange 
mutation in the food. Cooky’s former assistant, O’Dove, may be 
behind this plot. He has vowed revenge because of an unfor- . 
tunate incident involving a potato peeler. 


©TAITO 1992 


,\lML,\UO POWER 


\ LUNCH SPECIALS 7 

From time to time, Cooky will encounter ladders which go up 
through the ceiling. At the end of each ladder is a bonus game. 

Fresh Fish Poached Eggs 

as they leap up. Each 
fish that Cooky 
catches is worth 1 00 
points. Don't catch the 
exploding fish! 


i House Specialties 

Candy Lollipop Chef's Cap 


Ihowing down on With one of these 
his item will replen- suckers. Cooky 
sh Cooky's Life earns one of four 
evel by one Heart. Heort Containers. 


Let ’Em Have It! 







Wait a minute! What’s going on here? As 

Cooky arrives at Eaten, he encounters giant Carrots and trotting 
Chickens out in front of the restaurant! The Carrots, obviously having 
the best eyesight, managed to find a way out of the restaurant. No one 
knows how the Chickens got out. Instead of preparing food, Cooky must 
prepare himself for a smorgasbord of edible enemies. 


Appetizers 


STEAMED 

CARROTS 


ROASTED 

WEENIES 


valuable Coir 


reappear 


of Coins. Watch the timer! 


LUNCH SPECIAL 


Spare Change 

Each boss gives up some Coins once it 
has been defeated. Cooky should stand 
direcdy in front of the boss to snag as 
many Coins as possible. 


Avoid Pop Top when he 
lands and jump over him when he 
moves across the room. Hit Pop 
Top several times with a weapon 
to get him to explode! 






JTiin ' -j- 

a* B B 

r - 















(a) Fresh Fish 

How many jumping fish 
can you catch? Don’t catch 
the black fish— they ex- 
plode! 


Off to the dining 
room to put a stop 
to the unhealthy 
food invasion. 


CUSTARD'S ' 
LAST STAND 


As Cooley nears an 
Apple, it slices itself 

ot Cooley. Move in 
and then bock off to 
avoid the pieces. 


Wait for the 
Custard to s 


Stand on the ven 
and then jump ou 
the Chef's Cap fc 
the Fork. 


sure is 

awfully g^2| 


these Mi 
Toasters 

their toar 


LUNCH SPECIAL 


© Poached Eggs 

Once again, move the basket from 
side to side to catch the falling Eggs, 
but don’t catch the Bombs! 


Much like a Hermit Crab uses a shell, the easily 
beaten Cup 'o Slug uses a teacup for its protectic 


SHISH-KILL-BOB 


Oh no, not again! 

Just when you 
™ • thought it was safe 
for a picnic, the mutated food 
items have made their way out to 
the outdoor eating area. 


a 

lH 






«3 

Dodge the bolts of 
lightning that drop from the 

■Jfcj 


1 0 MSTE\DO POWER 








BAD 

BREATH 


This mad Microwave houses four Chick- 
ens who will jump out and run at Cooky. Avoid the 
Microwave when it bounces across the room and 
then hit it repeatedly with any weapon. 


Like bad breath, the On 
are lingering. Cooky mu 




It might not seem like the thing to do, but jump right up 
and start wailing rapidly on this wacky wok. Cooky may take 
some hits, but he’ll ultimately prevail. 


The flames move fron 
burner and turn on ar 
predictable pattern. 


defeated 


Cooky must bash the mutated hamburger patty 
several times to ultimately destroy this beefy ^ 

boss. Duck down to avoid the sesame seed buns / / ^ 

when they separate and fly off horizontally, v ( 



□JJUUu 


jjtt 

juuu 

S 

i I l l J — 



® | 



■ 

Pot here. Nothing will be able 
to harm Cooky ... at least 
for a little while. 



FPill 

JS_ 












(A) DON’T DO DISHES 


(E) FRIGID 
FLOORING 


of the platforms are stable 
fall away if stepped on. 


Cooky makes 

decision to check 
™ ™ out the freezer for 
more giant food items. It’s a 
good bet that he’ll find some. 


SKATE 

CONES 


for rising red Ice Pops before leaping 
lext section of frigid flooring. 


B 


©STIFF STURGEON 


Stand on the edge of refrigerators and fall 
off after the icy blast clears. Careful, timing 
is everything or Cooky will get the Frigid 


Several fish in this 
area will fall as 
Cooky approaches 


LUNCH SPECIAL 


The Flying 
Fish move a 
bit faster this 
time around. 
Concentrate! 


Cooky needs to jump over the bubble gum, lime and 
raspberry globs of ice cream that this boss hurls. Don’t 


The only part of the cone 
that will hurt Cooky is the 
pointed bottom tip. Stay 


touch the pointed tip! 


f 



ft 





gSjjjjSj 



L 



<3 

& 












FLOPPY 

FISH 




“C’mon,” screams O’Dove as he takes off in his souped-up pan. For this 
i / ' confrontation. Cooky is outfitted with a new weapon: eggs! Toss the eggs 
/ as fast as possible. The object is to hit the balloon which holds O’Dove’s pan 
aloft. O’Dove will move around and try to crash into Cooky’s broken-down pan. 


KA-POWI O Dc 


RESTAURANT 




CHEF’S HAT 


J|P 

I Q Cooky trots into the 
storage cellar for the sixth 
and final stage. O’Dove awaits at the 
end. 


Dessert 


B 

FLOUNDER 


FRIGHTFUL 

FRIES 


13 










9! STAGING THE GAMES 

Grab the Gatorade, then get ready to go. You’ll have to choose your 
options, like how many players will compete and what nations they will 
represent. If you want to save the tournament in progress, choose one of 
two files. Once the choices are made, get set to win some gold. 


BRINGING! 


Once every four years a billion television sets around the world 
Summer Olympics. The owners of those TVs spend countless hours 
athletes parade and sweat. They listen to announcers getting up close and per- 
sonal, and they see maybe a million ads. This year, expect more of the same, 
unless you want to get into the action and compete in your own summer games. 
Capcom makes it possible with Capcom’s Gold Medal Challenge ’92. There are 
18 events to master with disciplines in track and field, swimming, weight lifting 
and gymnastics. A Training mode lets you perfect your technique and a 
Records mode saves your best efforts with the built-in Battery Pak. The real 
action is in the World Tournament where up to eight players can compete 
against each other in two-player races and alternately in other events. With 12 
nations to choose from, each player represents a different country and com- 
petes in every event. Medal counts, awards ceremonies and obnoxious 
announcers add a touch of reality. On the other hand, the cartoony athletes add 
a comic touch by celebrating their victories and weeping at the agony of 


e * e 
•» a. 








PROGRAM I 


GOLD MEDAL 
CHALLENGE 


Program 1 places an emphasis on both power and timing. Sprints are power events 
while most swimming events are tests of timing. The Long Jump requires strength for 
the approach and timing on the takeoff. Every program is a mixed bag. 


100 METER 
DASH 


The premier sprinting event requires 
all-out effort from the sound of the 
gun. Push the A Button as rapidly as 
possible to build up to your top speed, 
and don’t let up for an instant. 


LONG JUMP 

Sprint down the runway at top speed 
then push your Control Pad in any 
direction to set the angle of the jump. 
The best angle is between 45 and 50 
degrees. Watch that foul line! 


S I 00 METER 
BACKSTROKE 

This is the one swimming event in which 
you don’t have to control your breathing. 
Set a steady rhythm of strokes— not too 
fast. If you are using a controller with 
Turbo, turn the Turbo off. 








kiC 


PROGRAM 3 


The events in Program 3 require as much strategy as strength. Conserving power will 
be the key to the 400 Meter Dash. The Triple Jump winner has to decide on three jump 
angles. The best swimming strategy is to watch the Speed Meter. 


400 METER 
DASH 


In this race you’ll have to slow down long 
enough to refill your Hearts. If you’re 
playing a computer opponent, rest 
assured that it will run out of Hearts and 
stop dead in the track. 


TRIPLE 
il JUMP 

The Triple Jump consists of two skips and 
a long jump. The skips should be fairly 
low angle— 20 to 25 degrees. The final 
jump should be 45 degrees or more. 


U^SIOO METER 
HilFREESTYLE 

Finding the fastest rhythm of strokes and 
breaths is the toughest part of this swim- 
ming event. Don’t breathe at every stroke. 
Also, a slower stroke may be more power- 
ful. Watch the Speed Meter. 






PROGRAM 4 


The events of Program 4 require specialized skills. The 110 Hurdles will keep you hop- 
ping down the track while the Javelin throw places a premium on the angle of throw. 
The 100 Meter Breast stroke is another test of timing and endurance. 


110 METER 
HURDLES 

You’ll want to stay on the ground as long 
as possible to keep up your speed, but if 
you jump too close to a hurdle, you’ll take 
a nose dive. Take two or three steps be- 
tween jumps. 


JAVELIN 

THROW 


Bring your athlete up to full power on 
the approach track and allow for an extra 
step in front of the foul line when you re- 
lease the Javelin. The angle should be be- 
tween 45 and 50 degrees. 


100 METER 
BREAST STROKE 

Like all swimming events, the Breast 
Stroke requires consistency and timing. 
Stay underwater for as long as you can 
at the beginning. When you come up 
for air, replenish your Hearts. 




■ Cutting your jump 
" Close- doesn't pay 




SPECIAL PROGRAM 


In the middle stages of the Marathon, you’ll have 
to slow down to conserve energy. After the game 
shows where you are on the course, you’ll choose a 
new speed. Go 18 kph for the third leg of the race 
and 19 kph for the fourth leg. 












PROGRAM 5 


GOLD MEDAL 
CHALLENGE 


Strength, skill and timing all come into play in Program 5. Weightlifting requires 
strength. The High Jump takes precise timing for the beginning of the jump and flop. 
Your skill on the Vaulting Horse is judged for style and execution. 


WEIGHT 
LIFTING 

As long as you keep your Power Meter 
above the Weight Mark for three seconds 
you’ll be credited for a lift. Try to place 
the Weight Mark as dose to your highest 
consistent Power Meter level as you can. 


HIGH JUMP 


VAULTING 

HORSE 


Run up to the bar and jump at the last 
moment, then flop over the bar at the 
highest point of your jump. It sounds 
easy, but this is one of the toughest 
events. 


The jump to the vault should be made 
from the end of the runway, then hold 
the directional Control Pad to execute 
one of the four maneuvers that carry you 
over the Horse to the mat. 






PROGRAM 6 


The final Program requires great stamina. The 4 x 100 Meter Relay is basically a 400 
meter sprint, because none of the racers will tire. The 200 Meter Medley swimming 
event includes each of the four strokes for one pool length. 


4 X 100 
RELAY 




Think of this event as four 100 Meter 
Dashes in a row. Each runner is fresh and 
there are no Hearts to worry about. You 
don’t even have to control the passing of 
the baton. 


200 METER 
MEDLEY 

The biggest challenge is to adjust your 
rhythm to the new stroke after each pool 
length. Otherwise, keep an eye on your 
Hearts and swim underwater as long as 
possible at the start. 



Batons are handed 
off automatically. 
Run all out on all 
four legs of the 


V 

wmmmm 


to keep in this 
rhythm when you 


SPECIAL PROGRAM 


The final leg of the Marathon 
should be run at a faster pace. 
Chances are that the computer 
opponents will go all out during - 
the last kilometers of the race. 
You should have just enough 
energy to maintain the lead and 
take home the Gold. 


l\\\NV\V 


I Pick up the pace ond 










FLY OFF 

TO 

ADVENTURE 


©1987 New World Computing Inc. Source 
Code Copyright "1991 C-Amusements 
Co., Ltd. 


Town of 
Dusk 


Town of 
Erliquin 


Town of 


Sorpigal 


Fortress of 
Magic 


Town of 


Portsmith 


Town of 
Algary 




NINTENDO POWER 


i American Sammy's 
new NES adventure, 
Might and Magic, is a 
challenging journey that 
takes you from Sorpigal Inn 
to the far reaches of the 
world of Varn. If you like 
complex role playing 
games— and if you have a lot 
of time to play— this could be 
just the title for you. 


T Hit The Streets 

A Sign In, Please 

Your goal is to discover the Secret of the Inner Sanc- 
tum. To do so, you will explore towns, castles, moun- 
tains, forests, deserts and labyrinth-like caverns. In all, 
there are 55 areas, each a 16-by-16 square grid. You 
will have to map your progress and keep track of your 
location by identifying your present, coordinates on 
the map. First, give your character a name, then start 
on the streets of Sorpigal. You’ll view your surround- 
ings from a first-person perspective and change the 
view by pressing different directions on the Control 
Pad. 



MIGHT AND 
MAGIC 





Its Party Time 

Select Your Crew 

First, go to the Inn and enlist party 
members. Look at their strengths and 
weaknesses, and be sure to include 
members with a variety of skills. Sign 
on a Cleric and a Thief right away. 

They’re the only ones who can detect 
traps and open locked doors safely, 
and Clerics gain strength quickly. The 
game’s mapping feature lays the area 
out on a grid, and each time you press 
the Control Pad you either change the 
direction you’re facing or move one 
space on the grid. Activate the map by 
pressing Select. 



Equip Your Party 


Your group is empty-handed in the beginning. You 
have to either find or buy weapons, armor and other 
items to make them more effective in a fight To cre- 
ate a powerful team, learn to match members with 
the particular weapons they can use. 


All members con store up to six When you hove enough money, 
items in their own Backpacks. go to the Blacksmith and buy 






r Command The Troops 

Day To Day Demands i 


When you’re not in a batde 
situation, you can instruct your 
crew to do chores like open 
doors, search for treasure, and 
set up camp for the night. 

Battle Cries 

When you encounter enemies, 
you’ll have a different selection 
of commands. First, you’ll 
choose whether you want to 
engage in combat, retreat, bribe 
the enemy so they won’t attack, 
or just give up. When you elect 
to Attack, a second menu 
appears, and you will have sev- 
eral options that let you com- 
mand individual group mem- 
bers. With experience, you’ll 
learn how to use each trooper to 
your best advantage. 



COMMAND 

RESULT 

ATTACK 

Select Attack to make the list of 
combat options appear. 

BRIBE 

Save your group— but lose your 
cash— by Bribing the enemy. 

RUN 

Elude the enemy and return to 
your starting point by Running. 

GIVE UP 

By Giving Up, you escape but sur- 
render all Gold, Gems and Food. 



VI Gold Rush! 

* ^ Collect Coins 

After a batde, search the area for treasures. 
Enemies often leave behind Gold, weap- 
ons, and other items. If you find Leather 
Bags and Treasure Chests, have your Cleric 
check for Traps and Spells before you have 
the Thief Open them. If you don’t, you run 
the risk of having razor blades rip through 
your party. A blade attack can take the 
whole gang down at once. Blades attack if 
you have an unqualified person Open 
locked doors, too. 



Hove the Thief Unlrop the Trapped treasure spells 
find before you Open it. disaster for the entire 



19 








Varn is a vast and mystic land that stretches from 
glacial peaks to distant isles. It was once a peaceful 
land, but for some unknown reason, the villagers 
have gone underground to seek refuge in caverns 
beneath the streets. 


gorpigal 


Sorpigal Sites- 


G: Sorpigal Gallery W: Warp 

J: Jail T: Otto's Training 

R: Stone Relief Tv: Olde Hogge Tavern 

M: House of Moonshadow GM: Guild Master 
I: The Inn of Sorpigal S: Stairway 
B: B and B Blacksmiths One-way Wall 

F: Eulard's Fine Foods <-»: Two-way Wall 
0: Passage to Outside 


Out On The Town 


The quest of the Inner Sanctum begins on the streets of 
Sorpigal. Before you begin exploring, go to the Inn and regis- 
ter, then Select your party from the members’ list. In the 
beginning, your party is weak and unarmed. As you fight 
enemies you build experience points and find weapons and 
other items. Equip your team as soon as possible, either with 
the things you find or the ones you buy from the Blacksmith. 
Information is scarce, but there are a couple of loose-lipped 
patrons at Olde Hogge Tavern. Belly-up to the bar there and 
be sure to Tip your server. Next, stroll through Sorpigal Gal- 
lery. Ancient plaques, each accompanied by a cryptic mes- 
sage, line its walls. Take notes about what you hear and read. 
Even if the information doesn’t make sense to you early in 
the game, it may solve mysteries to come. Explore all of the 
rooms, but stay out ofjail until you’re more experienced. The 
strong enemies held there will dispatch inexperienced parties 
in short order. You don’t want to lose the experience and 
goods you gain, so return to the Inn and save your progress 
frequendy. The batde skills you learn in Sorpigal will serve 
you well later. 





£eek Training From Otto 

To develop batde strength and wisdom, visit Otto for 
Training. He doesn’t waste his time on wimps, though, so 
you’ll need some fighting experience— and the Gold you 
garner from beaten enemies— to persuade him to help. 
Each session raises the trainee’s Hit Power, and it raises the 
Magic Power of quali- 
fied spell-casters, too. 

The number of experi- 
ence points it takes to 
reach the next level 
increases as you climb 
up the ranks. If you 
need Gold, Gather from 
the party or sell extra 
Items to the Blacksmith. 


yisit The Guild Master 

Does your party include a weak link who is of litde 
use in battle? If you’d like to change the abilities of any of 
your party members, you can go to the Guild Master, who 
lives in a room in northwest Sorpigal. If you agree to forfeit 
a member’s experience and goods, you can change his or 
her profession, alignment, even gender. Customizing a 
.member can be helpful 
in many ways, but con- 
sider carefully before 
giving up hard-won 
experience because an 
altered member must 
start from scratch back 
at Level 1. 




20 NINTENDO POWER 







-Cavern Map Key- 


A: The Arena 
S: Stairway 
W: Warp 


£ -Sorpigal 

Descending 
Into Darkness 

The Stairway in southeast Sorpigal leads to the Caverns below the 
city. Strong enemies wait in the darkness there, so inexperienced 
parties won’t make much progress. Without a light source, your 
party won’t be able to see the map and will end up feeling its way 
down the darkened corridors, but if you have a Lantern, Torch, or 
a member capable of casting Light spells, you can illuminate the 
halls and the map. You’ll find that Magic is ineffective in many of 
the Cavern regions, and some places are too dangerous for camp- 
ing so your party won’t be able to rest. Don’t get caught in a trap- 
have a Thief open the locked doors you find. The Arena, where 
crowds wait to witness brutal batdes between warring parties, is a 
good place to build experience points— if you can get that far. 
Corak, who the barkeeper told you to see, waits in a southwestern 
room, but Monsters attack at nearly every step there, so your level 
should be above five before you try to find him. He has the infor- 
mation that you’ll need in order to continue your quest 




yhe First Quest: Deliver The Scroll 


When you finally find Corak in the depths of the cavern, he’ll ask 
you to deliver a Scroll to someone named Agar in the town of Erli- 
quin. You can leave Sorpigal through its front entrance and walk 
there, but traveling on foot is dangerous for young parties. Instead, 
you can go to the young man located at point W on the map and pay 
him to send you directly there. Another good mode of transportation 
is flying. If you have a Wizard who has attained Level 3 magic, you 
can cast the Fly spell and go to F.rliquin’s entrance. Once there, look 
for a House of Spirits. There, once you Tip the barkeep, you’ll get 
information that will lead you to Agar’s hiding place. 


Begin your first quest by talking to the bartender at the Olde Hogge Tavern. 
When you grease his palm he’ll tell you to talk to the man in the basement below 
1-2. Take the stairs down to the cavern and battle your way to the room at coor- 
dinates X-l, Y-2. There Corak will ask you to deliver a Scroll to Agar in Erliquin. 


Go to the Warp area shown on the map. Walk through the wall and talk to the 
man. For one coin, he will send you to Erliquin. Find the tavern there and tip the 
bartender. He’ll tell you that Agar is in a secret room beyond the Inn. Walk 
through the wall and meet him. He’ll ask you to take another Scroll to Telogran 
in Dusk. 


Using the magic spell, Fly, go to E-l and find the entrance to the town of Dusk. 
Even strong light magic can’t make this gloomy place any more pleasant. Find 
your way to Dusk’s tavern and talk to the bartender. He’ll tell you to look for 
Telogran in the southeast Maze. When you find Telogran, you’ll be well reward- 
ed. 


21 




doPoWer 



PASSWO 
GIVEAWAY 



Hold on to your seats, power players! You’re about to witness a four years. These passwords will take you to new areas in your 
one-of-a-kind event, the great Nintendo Power Password Givea- favorite NES, Game Boy and Super NES games and let you see 
way. In this special anniversary issue we’ll be giving you pass- more of the magic that makes Nintendo number one! 
words to some of the hottest games produced within the last 





RIF 8 PY30 G08V XNZT 


iu ore having Irouble getting 
world of Transylvania, this 
for you. This quick start will 
s you need to get going. 


Castlevania 2: Simon’s Quest is one of the most popular asked for help finding their ways through the many Man- 
games ever released. Many players have requested help get- sions. Here are some of our favorite passwords that are guar- 
ting past the beginning sequences, and even more have anteed to lead you deep into the “heart” of the game. 


CASTLEVANIA 2: SIMON’S QUEST (NES) 


OFIC M5YX XD4C Q3AA 


This password gives you the second whip and the 
holy water and leaves the rest up to you. Mr. 
Belmont will be on his way, but there will still be 


RID7 RXFZ G48V XIBT gjgp|||| 

ONlS KQAU R12S TWA ■ 

11 

Dracula's Eye is well hidden in the Brahm s 

This one gives you the items and body parts 
you'll need to walk up to Dracula's Castle and E 


Mansion and the path leading to it is rough and T 


shortcut you need. 

confront Dracula himself. Good luckll 



THE ADVENTURES OF LOLO (NES) 


22 NINTENDO POWER 





FOUR FANTASTIC YEARS OF 
FULL POWER FROM THE PROS 


Wow!! It’s been four years since the 
first issue of Nintendo Power was 
published and look at all the cool 
stuff we’ve done since then. In-depth 
articles, detailed maps, contests and 
drawings with lucky winners an- 
nounced in the magazine, and 
always the hottest tips and strategies 
for the newest and most popular 
games. For all this and much more, 
where else would you turn but Nin- 
tendo Power? 


Strategy 
rear, then i 




Our password feature would not be complete without a few 
passwords to one of the most underrated adventures of all time, 


MvY 7ME Uli 
Thx tEU iHx 


in front of Po's house 


05P j84 78p 
VLm QJW 5JN 

Once again at the base of the Twin Towers, you t 
the proud possessor of the Spirits Crest. Your net 
should be to go back to the Rocky Mountain ai 
look for the Specter and Thunder magics. 


Willow. As the hero of our adventure, Willow must save his 
world from the diabolical plans of his evil enemy, Bavmorda. 



STRIDER (NES) 



Strider’s mission is one of the hardest of all time. He 
must struggle through many levels of deceit and intrigue 


CEOC KCOC OCMC 


HLEJ FIGH GHJH 

After climbing the walls in Kazakh, Strider 
ready for a short break before he goes 
Stay alert! The walls here are sharp enough 



to discover the terrible truth that lies behind the Zain 
Project. 


HLDJ DIGH GHGH 

This password was designed to give you a little 
challenge. Hiryu has just returned from China with 
the Magnet Boots. Now it’s up to you to guide hi 
through Kazaku to obtain Key 4. 


w mmmm 


DMCC BGCP CPOD 


Finally, all the Keys and Files have been collected and 1 
Hiryu is ready for the ultimate challenge, the Red 1 

Dragon! Mottoc and all his henchmen await you along 1 




VOLUME 38 23 





fVUKDi Wiihm^rUKi PUWi: 

THE IMMORTAL (NES) 


You are a faithful wizard who has been searching for your noch. Surely he must be here, for he often spoke of the 
lost mentor, Mordamir, for years. Recendy you’ve heard a Labyrinth of Eternity that lies below the city, 
rumor that he was seen entering the haunted city of Eri- 


x310yl0006y90 

. certificate to the second level of the Labyrinth I 
'ill help many who hove lost their way. Be wary I 


5ss0v67000ry0 

The goblins on Level Six are worried about the 
water demon they call the Norlac. They want to lure the 
' jc away from the door that leads to the Magic 
I guess who gets to be the bait. 


t65x931001t60 


The Flying Carpets on the for 
mastery of the controller. Yoi 
Carpet through the * 


v!31y770038y0 


This certificate will lake you to I 
the location of the final confront 
everything you need to be victo 
strongl The end of your quest is 


METALSTORM (NES) 


Well on its way to becoming a classic, MetalStorm is one of to come. With a Second Quest for added excitement, 
the most outstanding games of its time. Great play control MetalStorm is a game to challenge even the pros at Nin- 
and excellent graphics will keep this game popular for years tendo. 


J7T-NJRS-BZQ 

Take the M-3078 Gunner Robot to the thi 
with this password and try your skills ago 
floating laser cannon guardian, Gultzen. 



B 38-VV 63P-FPM 

Multatron, the transforming defense unit at 
end of Level Five, is a worthy opponent for 
the best game players. It may take many si 
defeat this mutating machine, but it con be 1 


94J-LZH3-93G ^1111111111111 

H0N-NTQ3-FZR 

Triad Voltars will try to run you ragged, but if |||^p|j||j|jjjjPjjjjjjjjj ! 

Here's your password to the Second Quest. The 

run into much trouble. 




GARGOYLE’S QUEST (GAME BOY) 


You are Firebrand, the gargoyle : 
guardian of the Ghoul Realm, and it : 
is up to you to discover the heir to 
. the Magic Flame and bring peace to : 
the kingdom once again. 


C6VG-TQLR 


CIKA-XPHH 




find the Wings of the 
Falcon. Search by the 
big tree in the North. 


C48I-WLTJ 


K5 :M 

Only two more bosses 1 
stand in your way. J. 

With this password all 

. . . 

you need to do is | 

defeat Rushifell and 


Breager. 



24 SISTESDO POWER 




PILOTWINGS (S. NES) 


Up, up and away! It’s time for you to 
learn to fly, but this time it will take 
more than a cape to keep you up in 
the air. Don’t worry, you have the 
best instructors in the world to help 
you. So try your best and don’t let 
them down. Their hopes fly with 
you. 



108048 



LEMMINGS (S. NES) 



DXCQKRX 


MHNNCPC 


This level is called the 
Prison because it has c 
tendency to trap you. 




RMDTBFQ 


MWLGVQ] 



MEGA MAN EE (NES) 


Once again that little blue hero, 
Mega Man, is out to stop Dr. Wily 
from taking over the world. This 
time oP Wily has joined forces with 
an unknown scientist, Dr. C! 




The items you receive in the I 



The Dust Crusher is another weapon vital to Mega 



PAiiWOKD POWER FROM NINTENDO POWER 


VOLUME SH 25 













BO JACKSON 
BASEBALL 


■ From AqENT #569 

Boss Test 

You can test your fighting skills against the skills of any level 
leader in this NES adventure by entering a two-button code. 
When the title screen appears, press the A and B Buttons in 
the following order: A, A, A, A, B, B, B, B, A, B, A, B, A, B, 
A, B. The code will call up the Test Mode with a list of the 
six level leaders and entries for testing background music 
and sound effects. Move the cursor to the desired entry and 
press the Start Button. By choosing one of the Boss entries, 
you’ll warp directly to the selected enemy’s hideout. 


WANT IBs 8FSC£AZa AOENT8 

A popular activity among Nintendo game 
experts is developing tips and strategies. If 
you'd like to share your own special tips with 
us, send them in! Choose your own Agent 
Number (3 digits) and be sure to include it with 
yourtips. 


amiEii 

MFORMUON 


uUuikliJ 


■ From AqENT #892 

All Bo Squad 

While Bo Jackson plays for the Chicago White Sox in real life, 
an entire squad of Bo Jacksons can play on any of the teams in 
this game when you enter an easy code. After you’ve chosen 
your squad, a team roster will appear. At that time, press Left 
on the Control Pad and the Select and B Buttons all at the 
same time. Every player on your team will be replaced by Bo! 
This code will make your team extremely tough to beat since 
the video version of Bo has a Batting Average of 3.99 and an 
Earned Run Average (as a pitcher) of 1.53. 


You'll worp straight to the Test Mode. 


Choose the desired level leader and A battle with the selected boss will 


Choose your squad from any of the When you see the player lineu 


Your entire team will be replaced by Bo You should be able to beat any teamin 
clones with a 3.99 BA and a 153 ERA. the game with your superstar talent. 


26 NINTENDO POWER 






SUPER 

BOWL 



CUSSIMD mum) 


M From Aqent #899 

Sound Mode 

You can sample the sounds ofTecmo’s latest football mega- 
hit before you play. When the title screen appears, press and 
hold the B Button and press Left on the Control Pad. The 
Sound Mode menu will surface. Press Up and Down to 
change the selected sound. Then press the A Button to start 
the sound and press the B Button to stop it. 


SUPER 

BOWL 



■ From Aqent #476 

Cool Codes 

Our agents have discovered four new codes which offer 
slight changes to this submarine mission. The codes can be 
entered at any point in the game. Just press the Start Button 
to pause the action, then enter the desired code. One code 
allows you to double the point values for all of the enemies 
and items. Once you’ve paused the action, press the control- 
ler buttons and the directions on the Control Pad in the 
following order: A, B, B, A, Right, Down, Up, Left, Left. 
The lower part of the screen will flash green when the code 
is entered correctly. 


Up, Down, Left, Right, Up, Down, Left, Right, A, B, 
B, A. You can halt the automatic scrolling altogether by 
pausing the action and entering: Up, Up, Down, 
Down, Left, Left, Right, Right. The last code that our 
agents have discovered stops the Red October cold as 
soon as you let go of the Control Pad instead of letting it 
slide to a halt. Pause the game and enter the following to 
make this change: Up, Down, Left, Right, Select. These 
codes should allow you to make more points and give you 
a new sense of control over your sub. 


Pipe Dream 


■ From AqENT #277 

Freeze The Flooze 

When the Flooze flows in this plumber’s nightmare, the 
only way to control it is to build onto the network of piping 
so that it has somewhere to go. If you’re short on pipe, 
though, there is a way to stop the flow so that you can add 
to the network. When the game begins, press and hold the 
Start Button to pause the action. While you continue to 
hold the Start Button, press the A and B Buttons in the 
following order: A, B, B, A. Then go about linking the 
sections of pipe. The Flooze will start to flow when the bar 
on the right side of the screen shrinks to nothing. When the 
Flooze comes dangerously close to spilling, you can stop the 
flow by pressing the B Button. This will give you all of the 
time that you need to add more piping. When you’re ready 
for the Flooze to flow again, press the Select Button and the 
action will resume. With this code, you should be able to 
score higher than ever before. 



While continuing to hold Start, pre 
B, B, A. Then go back to the game 


Another code slows down the automatic scrolling of the 
action to about half of its standard speed. Once the game is 
paused, enter the following code: Up, Down, Left, Right, 


VOLUME 38 27 














amm mmmi 


ppFPPTinH 


■ From Ac,ent #750 

Ten Men Code 



From Aqent #092 

Circuit Warp 


Agent #350 called in a code from the field which can more 
than triple your chances for success in this Game Boy 
combat exercise. After the title screen has completely mate- 
rialized, press the controller buttons and the Control Pad 
direction keys in the following order: Up, Up, Up, Up, 
Down, Down, Down, Down, Left, Left, Left, Left, Right, 
Right, Right, Right, A, B, Start. When the game begins, 
you’ll have nine fighters in reserve, for a total of ten men 
instead of the usual three. 



You can advance to the top rounds of this challenger, or take 
a look at the closing credits, by entering a quick controller code. 
Before you choose the number of players and difficulty, press 
the directions on the Control Pad and the L and R Buttons in 
the following order: Right, Right, Up, Down, R, L. The 
announcer will shout “Bingo!”. Choose the number of players 
and difficulty and press the Start Button. The Circuit Warp 
menu will appear, listing all three circuits, the battles with 
the circuit leaders, the final battle and the credits. Highlight 
one of these selections by pressing Up and Down on the 
Control Pad, then press the Start Button to begin. 




■ From Aqent #248 

R-Type Options 


With a single stroke, you can call up a menu which will allow 
you to change what you hear and how many enemies will 
appear in this Game Boy thriller. On the title screen, press 
the Select Button. A list of options will surface. Move the 
cursor by pressing Up and Down on the Control Pad and 
change the highlighted options by pressing the B Button. 
The options allow you to turn on and ofF the music and 
sound effects and to change the level of difficulty from easy 
to hard. If you choose the 
hard level, you’ll encounter 
more evil enemies than ever 
before and they’ll be more 
difficult to defeat. When 
you’re ready to play, press 
the Select Button to return 
to the title screen and press lIce^sed bv^nintendo 
the Start Button to begin. On the title screen, press Selectto give 

yourself the option to change sounds 
and game difficulty. 


BLAST OFF AND STRIKE 


LEfEL EAST I 


Press Right, Right, Up, Down, R and L to After you choose the number of ployers, 
moke the announcer shout 'Bingo!' the Circuit Warp menu will appear. 



Secret Credits 


While the Circuit Warp code allows you to take in the full 
ending credits, there is another way to glance at the names 
of the creative minds behind this arcade conversion. As the 
name of the development company, Beam Software, is 
scrawled across the screen, press and hold the L and R 
Buttons, then press the B Button. The names of the pro- 
grammers will surround the company logo. 



While 'Beam Software' is being written, press and hold L and R and press B to make 
the names of programmers appear. 


28 NINTENDO POWER 









mm mmm) 




From AqENT #916 

Sound Test 

Take a resc from zipping through the futuristic world of 
Hyper Zone and listen in on the music and sound effects of 
the game by entering an easy code. On the tide screen, press 
and hold the L and R Buttons, then press the Start Button. 
You’ll go directly to the Hyper Zone Sound Test. Press the 
direction keys on the Control Pad to change the selections, 
then press the A Button to start the sounds and the B Button 
to stop them. Agent #9 16’s favorite selections are Music 08 
and Sound 03. 


From AqENT #740 

Opponent Switch 



You can give your F 1 -ROC opponents a personalized touch 
with a quick name change maneuver. Make sure that both 
! controllers are plugged into the Control Deck. Then select 
the name change option and choose to alter the name of one 
of the players on the screen. Next, press Down on the 
Controller II Control Pad. The name T. Phillips will take 
the place of the player’s name. You can change it to a name 
that you’re more familiar with by using the Controller I 
Control Pad. Once the new name is in, press Down on the 
Controller II Control Pad again to make the next name on 
the list appear. When you’ve changed all of the names to 
your liking, press the Start Button to begin. 


Press and hold L and R, then press Start. T une in to the sounds of Hyper Zone. 




From AqENT #850 

Option Menu 

You can set the difficulty of this one-on-one battle, listen to 
the game’s sounds and relive old fights by calling up the 
option menu. When the title screen appears, press and hold 
the Select Button, then press the Start Button. When the 
option menu appears, you can change the option selections 
by pressing the direction keys on the Control Pad and 
activate your choices by pressing the Start Button. The 
difficulty, music and sound options are self-explanatory. 
The test fight option allows you to fight again any of the 
monsters that you have already claimed victory over. 



Change the name using the Contro 
Control Pad and move through the 

Sound Test 

You can listen to the sounds of the game with a sound test 
before you race. Enter “SOUND” as your name on the 
player select screen and press the Start Button. A music 
option will appear. You can change the music selection by 
pressing the direction keys on the Control Pad, then listen 
to the tunes by pressing the A, B, X or Y Button. 



Press and hold Select and press Start. Make selecti 


Enter 'SOUND' at the player 


VOLUME 38 29 










I NEED 
TO ASK YOU 
SOMETHING/ 




j OMIGOSH! i 


THE SWORP... 
so HEAvyyy.. 



UGGHf YOU’RRE AN UGLY 
LITTLE MANNN...BUT YOU HAV 
MY THANKSSS FOR HELPING ' 
EPHEREMELPA...I SSSAW YOl 
SSSWORP AND THOUGHT 


KNIGHT?' 


SWORD? 


' IT'SSS THE HEALING >< 

’OWER OF MY EPriEREMELDA'S 
WINGSSS...THAT IS WHAT 
MAKESSS HER PESSSIRA6LE 
TO THE THIEVES OF > 

THISSS WORLD... 


SUDDENLY 


REFRE6HEP/ 




IN LEGENPSSS THAT PLACE 
IS KNOWN AS THE PALACE OF T 
PA*K«£SS... CANON'S SERVANT6S 
HAVE SSSTOCKPILEP THE 
PANGEROUSSS, EXPLOSSSIVE 
FIRECORN THERE... ^ 


SEEN 

FIRECORN 


MATTER 


IF YOU MUSS ST 
GO, TAKE MY 
EPHEREMELPA FOR 
YOUR GGGUIPE... 


EPHEREMELPA' 



PARKNESS! 


CRYSTAL 


MAIDEN 




GUARDS' 






H'xzzvr'. 






YOUfOOUYOU 
KNOW WHAT WILL HAPPEN 
IF YOU USB m 
• F1REC0RN HCBtra 


TOGETHER.' 





CRYSTAL 

COCCOON 


ZELPA?.' 


GLEEOCK f / 







EPHEREMELOa'? 


RIGHT, BUT MY 
IE ART IS BEATING 
SO FAST// 



BECAUSE OF YOU 
I CAN ESCAPE THIS 
CRYSTAL PRISON.' 


MASTER SWORD! 


SOMETHING 




WHO ARE 
YOU ?! 


COMM-FORK?! 


©1992 Troma 



HIDEOUSLY DEFORMED CREATURES 


Those oozing human environmental accidents aren’t 
just blobs of radioactive waste, they’re the Toxic Cru- 
saders, and they’re invading Game Boy this month in a 
new title from Bandai. Their six-stage crusade-with 
password feature-pits them against the evil Dr. Killem- 


t 


SUPERHUM ^N^TREN^F^^ 


t 


f 

. / 




r 4/M \ 

^1 

F rr li 

r v 





oxlc Waste Won’t 
Waste These Guys! 


Disfigured But Determined 


Though injured in separate acci- 
dents, they’re drawn together 
by their common problem: 
mutation. Sure, they’re 
unsightly, but don’t judge a 
Toxic Crusader by the growths 
on his back or the ooze in his 
eyes. As the people of Troma- 
ville find, beauty is more than 
slime deep. 




®>matl Talk 


Unlike many games, this one doesn’t just display the 
password when you finish the stage. To get the pass- 
words in Toxic Crusaders, you have to eavesdrop on 
the conversations at the end of each stage. 


TOXIC 

CRUSADERS 


Nozone 


Junkyard 





^PISODEl: 


Trouble at the Tromaville 



Tramping through the Dump, the Crusaders come upon 
trash cans, tired tires and abandoned appliances. Of 
course. Radiation Rangers are patrolling the grounds, so 
the gang will have to be ready to 
crouch and shoot in an instant. 

They can refill half Hearts mid- 
way through the first area by . 
jumping up to get Atoms. ** 


1-2 

Talk about toxic waste! Barrels 
of it are piled high in Stage 2. 

Watch out for rangers as you 
hop up to the top of the stacks. 

Also be on the look-out for bubbles of poisonous gases 
that rise from cracks in the ground. Shoot them and 
jump the gap before another one emerges. Use the 
moving platforms for transportation. B 


1-3 

There’s more of the same old trash in Stage 3. After a trio of toxic 
tubs are more cracks that emit dangerous gas, so get ready to fire 
and jump. Leap up to get the Atoms floating just above the first 
three refrigerators. If they don’t refill your Hearts, shoot at the 
sixth fridge until a life-restoring barrel rolls out. 




More Radiation Rangers wait in the fourth stage, 
so you’d better have Crusaders in reserve. Stay on 
your toes, ready to retaliate when fired on, as you 
make your way past retreads, tubs, toilets and 
refrigerators. Hold fast to your Hearts, because 
the only Atoms here don’t show up until you’re 
near the end of the stage. 


48 NINTENDO POWER 



1. Half A Heart 


3. Snack Time 

Refuel here. Jump up to 
grab the Atoms overheard 
before you continue to the 
right. Each Atom restores 
half of a Heart. 


Fire at the refrigerator 
until it opens. A barrel 
of waste will roll out 
and restore all Hearts. 

ss= r-:^nl nlirSs 



Take A Ride 


Wait for a Platform 
to appear, then 
hop a ride over to 
the other side. 





They grow ’em big in Tromaville’s toxic dump! Kil- 
lemoffs monster rat spews radioactive balls in sets 
of three, then it jumps and flips. Hop over the balls, 
fire rapidly, and get ready to jump again when it 
stops to spit more radioactive waste. 


« m ■ r*»im m 

JMi 

£r'3£jS Sar'S 


. 1 % j 

- U 

±j s j L - 







Episode 2 


® Tromaville Gets Tromatized, or 
• This is a No-Smogging Section! 


Episode 2 takes the Crusaders from the Dump to the city 
streets, where Killemoffs Radiation Rangers pound the pave- 
ment and toxic trees drip radioactive ooze. Watch for dive- 


Walk The High Wire 



Atoms and Barrels are overhead on wires. 
Some you can jump to from boxes, but others 
you'll have to Spring to. Press Up and the A But- 
ton to use the Springs you find. 



Episodes 


0 Sewer Mop-Up, 

• or Sunday, Sludgy Sunday. 



Whoaa! Now that’s a big 
leap, and if you miss, you’ll 
land in a simmering pool of 
toxic sludge. Instead of 
jumping, wait for a plat- 
form to slide in from the 
side. Hop on and ride to a 
safe landing site. 


50 NINTENDO POWER 









TOXIC 

CRUSADERS 


Turn Up The Radio-Action 


In Episode 4, it’s into the Of’ Factory, 
where the radio-action heats up. Toxic 
drops fall quickly and the Radiation 
Rangers attack fast and furiously. In 
the end, killer Crabs charge quickly 
and retreat slowly. Get in your licks as 
they creep away. 


This factory should be con- 
demned! Barrels of toxic waste 
are piled high and open vats of 
sludge are definite health hazards. 
And those aren’t the only 
hazards. Watch out for dripping 
sewage pipes and dodge the many 
Radiation Rangers that patrol the 


• Under Killemoff’s Lair, or The 

• Good, the Bad, and the Ugly. 


•-PIS0DE4 


£ Entering the 
'#01’ Factory, 
or Please Pass the Chloroflourocarbons! 



Killemoff let 
(tom Plotfor 


In Episode 5, the Cru- 
saders go spelunking in 
i a toxic cave. Dive-bomb- 
ing bats make the explo- 
, ration difficult, and the 
1 only Atoms seem to be 
out of reach. To refill 
your Hearts, you’ll need 
to find two Springs and 
j bounce up to them. 


Spike-o-rama 


Caustic Caterpillars 


The Spikes in 
the ceiling rise i 
and fall in pat- 
terns. Walk 
under during 
their slowest 
drops. 


Caterpillars between the dropping 
Spikes jump and shoot. Crouch and 
return fire. 


They’ve overcome incredible odds to get this far, and now the Crusaders 
are off to Island City and their biggest challenge yet. They enter a waste 
warehouse to find huge vats and pipes dripping toxins. As they dodge the 
drops, they hop moving Platforms to ride over gaps. 


Now it’s on to Island City, the realm of 
sinister Dr. Killemoff. He won’t 
believe that the Crusaders have 
actually defeated his malevolent 
minions until he sees them, face-to- 
face. The Platforms they ride through 
this area blink then, vanish, so they 
have to jump quickly to safety. 


• Island City, 

or I’ll CFC You in my Dreams! 


Vanishing Platforms 









This racy new title from Virgin Games puts.you behind the wheel of a high-performance, hot- 
handling jeep for an action-packed season of competition that takes you from the desert hills 
of California to the mountain forests of Alberta, Canada. Playing as novice or pro against the 
field or a friend, driving practice laps or completing a championship season, racing fans will 
find plenty to like in Jeep Jambor 


-fcoaded With 
Options 

Before you start the season, 
you can select from a variety of 
options, including difficulty 
level, track display, racing 
mode, and even right- or left- 
side drive. Try them all out in 
the Practice Mode! 


52 NINTENDO POWER 





No Smooth 


Stretch Of Highway 




JEEP 

JAMBOREE 



Off-Road Racing Has Its Ups And Dfewns 

From the driver’s perspective, the road twists and turns, 
dips and peaks like a real one would, adding to the chal- 
lenge of even the short, relatively straight courses. What’s 
just over the hill? You won’t know until you crest it, and 
thqi you’ll have to react fast enough to keep your jeep on 
the cpurse-and on all four wheels. 

Expect The Unexpected 

As if staying on course weren’t challenging enough, the 
game also tosses obstacles in your jeep’s path. Watch out 
for boulders, trees and stalled cars. Hitting trees and t . 
boulders just slows you down, but hitting abandoned SS 
vehicles damages your jeep. 


Short Circuit 


Course 1 


ARCH CANYON 


You can choose from among five Practice 
Courses, which afe also the courses that 
make up -the Short Season. They’re the 
feasiest tracks you’ll encounter. When you 

start the season, you’ll have to finish 10th 

or better to qualify for the next race, and fop Best FdGC v 
the points you earii* go towards the sea- 
son’s total. 


The first course is a simple oval 
that takes you to the high deserts 
of Utah. Put the pedal to the 
medal on the straightaways. 


Finish 

Hfcfc 

or better 
to qpialifa 


Course 3 


-HOLE IN THE ROCK 






% :■ 


Course 2 MAINE MOUNTAINS 


It may be in the mountains, but 
the Bethel track is one of the flat- 
test in the circuit. The only ob- 
stacles are the other jeeps. 


Course 4 LOST COAST 




Slow down after the long straight- 
away to hold your line in the tight 
corner at its end. Accelerate 
quickly as you come out of it. 




The next course takes you back to 
the vast deserts of Utah. It’s an 
oval with a tight twist that tests 
your cornering skills. 



Course 5 


-CAJUN JAMBOREE 


Get ready for a rough ride on the 
ragin’ Cajun track! Pass the 
others in the stretches and try to 
hold your own in the curves. 






f _ 


m 


530 








mwku MIJTfTTni 


TRACKS 


The Short Season was just preparation -for the 
tougher Intermediate and Championship Sea- 
' sons. The Intermediate Circuit has seveatracks, 
all more difficult to negotiate than any you’ve 
seen yet. Your opponents’ jeeps are beefier, an H 7 ” 
making your way through traffic is harder. If 
you rear-end another jeep as you’re trying to 
gain a position, it’ll slow you down significantly. 

^JThe skills you learned in the Short Seasoft will 
put to the test on this circuit. 

Course 1 — ADIRONDACK TRAILS 


The map of the first track looks I 
deceivingly simple. It’s an oval I 
with one tight turn, but a steep I 
hill climb adds challenge. 


Location: Lewis County, 


Course 3— PALO DURO CANYON 



( Course 2 RUBICON TRAIL j 

Track two is not only bumpy and 
twisty, it’s all wet to boot. Watch 
for closed lanes— don’t hit the 
road crew’s barriers. 

Location: Georgetown, CA 

6 Laps of 1.115 km 

y 


( rv — -a 


V ll V 

-r 3 "1 




f Course 4 —MOHAWK TRAIL ] 


Head for the Lone Star State for 
the third race of the season. 
You can go flat out on the 
straightaway, but watch for rocks. 


Location: Amarillo, TX 
6 Laps of 1.188 km 





Tight curves and the wet surface I 
keep speeds down on the Mohawk 
Trail. Heavy traffic in corners 
makes gaining position tough. 


Location: Charlemont, MA 
7 Laps of 1.079 km 



Course 5- 


PINE RIDGE Course 6 OURAY JAMBOREE 


The roads are dry here but the I 
turns are tight. You’ll have six laps I 
to fight your way to a qualifying I 
finish, and it won’t be easy. 


Location: Shaver Lake, CA 
6 Laps of 1.160 



There aren’t any unexpected ob- 
stacles on the Ouray track, but 
the sharp corners and rough sur- 
face will keep you plenty busy. 


Q 


Link Up With A Friend 1 Course 7 


wanm t>e 


Using two Game Paks and a 
video link cable, you can race 
head-to-head against a friend 
in a two-car field. Get the 
jump from the starting line to 
take command, keep your 
opponent from passing, and 
be sure to watch out for 
disabled rigs in the road. 


Player 

Options 


, of plagws 


2 pUacr link a-*—- 

SBp illEjir* 


The seventh course takes you to 
South Dakota’s famous Black 
Hills. This track races tough. It’s 
steep and littered with boulders. 





54 NINTENDO POWER 












Championship 

Season 



When you’ve mastered the Short and 
Intermediate Circuits, it’s time to move 
on tti a greater challenge: the Cham- 
pionship Season. With ten races, it’s a 
longer season, and the tracks have more 
twists and turns, too. Negotiating the 
toucher tracks is a challenge by itself, 
but there.are also more obstacles on the 
Championship courses. 



f Course 2— OUACHITA JAMBOREE ] 

You’ll need to replace your shocks 
after five laps around the steep, 
bumpy track at Ouachita. 

Location: Hot Springs, AR 1 
5 Laps of 1.444 km 1 


- -is 

J 

J 


f Course 1 FRENCH LICK 1 

Palm trees in Indiana? Sharp 
turns will give you a chance to 
meet them up close and personal! 

Location: French Lick, IN 

4 Laps of 1.274 km 

y 

>> 

Uh 



Course 4 

After you snake through the I 
series of twisting turns, make up 
time on the long straightaway. 


( 


-GHOST TOWN 


Location: Ely, NV 
7 Laps of 1.465 km 


£~ 


( Course 3 GREAT LAKES 

Watch for closed lanes on the left, 
and be ready to dodge the big 
rocks on parts of the roadway. 

Location: Trout Lake, Ml 1 
6 Laps of 1 .433 km 1 

K I' TtT~~~ - - 




Course 5 — D. BOONE JAMBOREE 


You’ll need all eight laps to work 
your way from the back of the 
pack to the checkered 


Location: Lexington, KY 
8 Laps of 1.324 


Course 6 CANYON DE CHELLY 


Rocks are all over the Canyon de I 
Chelly track. It’s easy to end up I 
with a broken windshield. 1 


Location: Chinle, AZ 
8 Laps of 1.533 km 



Course 8 — SANTA FE JAMBOREE 



Course 7 ROCKY MOUNTAINS 

You’re heading for real jeep I 
country for the seventh race! 

Expect steep hills and sharp turns. 


Sharp corners keep the pace I 
down for the first half, but you I 
can open it up on the stretch. I 


Location: Santa Fe, NM 
6 Laps of 11.581 km 


( Course 10— PACIFIC NORTHWEST ] 

The tenth track is the toughest 
yet. It’s nine laps of constant cor- 
nering on rain-slick roads. 

Location: Yakima, WA 1 
9 Laps of 1.668 km 1 


m w 


j 


( Course 9 SHACONGE JAMBOREE ] 

Eight laps on rough roads take 
their toll. Avoid more damage by 
dodging the rocks on the road. 

Location: Murphy, NC 

8 Laps of 1.417 km 








With every race, you earn points towards all- 
season standings. Rack ’em up and climb up 
through the ranks. You can be the season 
Champ! 





















Wave Race from Nintendo launches a new age of racing, 
one without wheels and pavement, but with keels and 
currents. Personal Water Craft don't handle like any other 
vehicles, and that's what makes them fun. Master the 
cornering and you'll make a splash on the National and 


World Series Circuits. You can also race on slalom 
courses or challenge up to four friends using the four- 
player Game Link adapter. It won't be easy to reach the 
finals. You may have to get help from a friendly dolphin to 
sink the competition. 


OPTIOP t IO 



•> PRACTICE 

MULI I RECORD 

g.iaaa Nintftifin 

Wove Race has all the choices you need. 


ron roun 



Up to four ski jockeys can race. 


W l I AT TO n i DC 



56 NINTENDO POWER 


©1 992 Nintendo 





THE 


CIRCUIT 




WAVE RACE 


The Circuit races pit you against three other racers. You’ll 
have to make several laps of the course, dodging whirlpools and navigating around 
buoys. You’ll also have to stay in front of the competition. Use Turbo speed and 
jumps to weasel your way to tbe front and then stay there. The difficult courses have 
more frequent and sharper turns. In the World Series races, look for smarter oppo- 
nents to challenge you. 

CIRCUIT CIRCUS 


When you win the first four races with a 550cc machine, you’ll move on to a more 
difficult circuit with six races and a 650cc machine. The last Circuit features eight 
races on an 800cc wave racer. The World Series has tougher opponents. 



SLALOM 

Slalom races consist of a series of buoy goals through 
which you must pass to score a point. Some goals are scored by splitting the buoys 
going north or south, while others must be split from east to west. Log booms break 
up the course into sharp turns and tight spaces. What makes this sort of race so 
intense is that you have to maneuver on a dime and beat the competition to the goal. 
It’d be easier to wrestle an octopus. 

GO THE COURSE 


WIN POWER 
AND GLORY 

Besides the prestige and self-respect 
you’ll earn from whipping the competi- 
tion in a Circuit, you’ll find yourself 
honored on the winner’s stand if you 
earn 12 points or more. Then get ready 
for the next Circuit of races. 



STARTING 

POSITION 

The computer randomly selects your 
starting position, which may determine 
if you get an early lead. 



The computer decides /our position. 


Use the Practice Mode to learn about a 
course before racing on it. If you know 
when a turn is coming or where jumps 
are located, you can plan ahead by cut- 
ting or boosting your speed. You can 
practice any of the eight courses of 
either the Circuit or Slalom, and you 
can drive any of the three sizes of 
Personal Water Craft. 




ggg 

fec'onrJTs'rycouites 


'M 


.earn the course or 
get soaked. 


RilMKIMC §MD " 












mf gRCUIT ^ 

WINNING ON THE WAVES 

All racers must master basic wave strategy if they expect to win against pro competi- 
tion. Keeping the water bike on as straight a line as possible is your number one con- 
cern. The maneuvers listed below will also help keep you in any race, but there are 
more strategies that you’ll have to discover on your own. 


PRECIOUS 

POINTS 

Winning may not be everything, but in 
Wave Race it is important if you want to 
reach the next Circuit. First Place 
counts for 4 points while second place 
is worth only 2 points and third place is 
just one point. 


Cutting Corners 

Controlled cornering is the key to winning on 
most courses. Cut speed as you enter the turn, 
then point your nose in the direction you want to 
go. Finally, hit the gas to boost yourself back up 
to speed. The sharper the corner, the slower you 
should take it. 



Cutting Competition 

During a race, you can cut off the competition 
when making a turn around a buoy. If another 
bike is close behind you, cut close to the buoy 
just as the opponent approaches. You can trap 
him against the buoy, causing him to lose 
valuable time. 




. . to earn enough points to move on . . 


VOU MUSI CEI tins 
IBV BGIII M !! 


Jumpin' Jack Splash 

Although the jumps along the course are the 
most spectacular part of bike racing, not all of the 
jumps are useful. Jumps that are placed close to 
turns can be dangerous, because you can jump 
clean off the course. For long jumps, use your 
Turbo. 



The Pace of the Race 

Too much of a lead isn’t necessarily a good thing. 

In Wave Race, if you get too far ahead of the com- 
petition, a couple of your opponents will sud- 
denly have Super Turbo. Try to keep the second 
place racer in sight to avoid triggering Super 

Turbo. Don't let the Super Turbo option kick in. Maintain a close lead on the competitic 




CLASS TRACKS 

Win a Circuit and move on to the next higher Circuit and more powerful 
water bikes. There are four courses on the first Circuit, she on the second, and 
eight on the third. Besides turns and obstacles, look for a Dolphin for better 
handling and the Octopus for the ability to steal Turbo power. 



58 NINTENDO POWER 








SLALOM 

STRATEGIES 


WAVE RACE 


THE INS AND OUTS 

The Slalom requires a unique strategy of its own because things tend to get crowded 
around the buoy goals where you score points. Get through the goals quickly and 
head for the next one. Like the Circuit races, you’ll have four, six and eight courses to 
complete with the three classes of Personal Water Craft. 



One's Company 

When a crowd of racers reaches a goal at the same 
time, everyone tries to pass through the goal buoys 
simultaneously. The result can be mass confusion, 
head-on collisions and wasted time. Go for the 
goal on your own and head elsewhere if other 
racers are likely to compete with you at a certain 
buoy. 



Roam Alone 

The best way to have goals all to yourself is let the pack roar off on its own while you 
head for goals in the opposite direction. Chances are you’ll score more points 
because you’ll have less competition at any particular goal. 



Jump To It 

Use the jumps to leap over the booms of buoys 
that separate many areas of the course. Boom-hop- 
ping saves you tons of time, and that means you’ll 
score more points. Practice on each course to learn 
where the jumps are located and where they lead. 
Remember to use Turbo when you jump. 




WORLD CLASS 



After winning the National Wave Race tide, you’ll move on to an entirely new series 
of races, beginning with the 550cc machine and moving through two more classes. 
The world class racers who challenge you are superior drivers and tacticians. 


Aim for the World 







Another classic arcade game comes to life on 
Game Boy courtesy of Accolade. Once again, 
the transition from arcade title to Game Boy 
title is a smooth one. Centipede is an easy 
j^ame to understand, but the theme is the key 
to making it a truly enjoyable game. 


© 

■I 

© 


m 


FOUR DIFFICULTY LEVELS!! 


NOVICE 

Choosing a difficulty level in Centi- 
pede is like having a built-in stage 
select. Novice Mode starts ot Level 


STANDARD 

Level 10 is the starting point in 
Standard Mode. Beetles will start 
dropping immediately. The Centi- 
pedes move a bit faster here. 


ADVANCED 

The Advanced Mode lets players 
begin their Centipede conquests at 
Level 1 9. More and more Beetles 
will drop. 



LEVtt 19 


EXPERT 

The ultimate Centipede testl The 
Expert Mode lets you warp to Level 
28. The Centipedes really move fast 
when you get to this lofty level. 



leve! so 


Reacquainl yourself with the gc 

T T 


t it t It tt 

\ H T 


levA I 


LEV^. 


60 NINTENDO POWER 




Keeping the number of Mushrooms on the 
screen to a minimum increases your chances of 
■survival. The- Centipede will turn and drop a 
notch when it encounters a Mushroom. Blastthe 
Mushrooms in the lower regions first. 






-T T 
. * 




21db 


The first thought many people have 
when they encounter, something threat- 
ening is tp get fid of it. However, the 
Spider will eat away Mushrooms on the . 
lower half of the screen when it comes in 
contact with them. On the other hand, 
the Spider will take away one of your 
“lives” if your shooter touches it. Make 
the decision to shoot, or not to shoot. 



’ T A 


’ * -r * f I ” 

* % 


, 1 



^ *1 




f 


900 

8SBB* 


*1516* 




The Beetles that fall from the top of the 
screen are probably your biggest enemies. 
They carry Mushrooms and they place 
them in their path as they fall. If you 
shoot them once, they will stop placing 
Mushrooms and fall very quickly toward 
your Shooter. You must shoot twice to 
get rid of them. This is hard to do at dose 
range. 




Centipede gives competitor's three two- 
player options! Two players can use the 
same Game Boy in the Alternate Mode. 
Using the Game Link, two players can 
either compete against each other or zap 
Mushrooms, Beetles, Spiders and an 
occasional Scorpion -as a team. 










WHEN PRINCESS TO APS TOOL AWOKE 
LAST MONTH, SHE LEARNEP THAT 
MARIO HAP ROCKETEP RIGHT INTO 
BOWSERS CLUTCHES ANP LUIGI HAP 
POLLEP HIMSELF UP TO LOOK LIKE 
HER. ALWAYS A WOMAN OF ACTION, 
THE PRINCESS COOKEP UP HER OWN 
PLAN FOR CRASHING THE PALACE 
PARTY, ANP THIS MONTH, SHE 
PE LI VERS. 

ILLUSTRATEP BY CHARLIE NOZAWA 










SO MANY KEYS, 
SO LITTLE 

TIME / 


THE KOOPA KIPS ARE ON 
MY TAIL-LEVS 
ACT FAST / 


■" dops/^ 

WRONG ONE. 


ptppy 

PINOS AUR/ 


SAVE THE 
S/ICES 
PITCH, 

FLOYP.' 


— Rot to worry' 

I HAVE A *< 
SPECIAL RATE ON KOOPA 
CRISIS KITS. MY PRICE < 
IS LOW, LOW, LOWfA 


I THINK I BROKE' 
SOMETHING... 




N°o°o! 


STAY RICH' 

THERE ! 


HMMFF! 


...COULPN'T BREAK OUT 
OF ALL THESE LOCKS! 


EVEN 

HOUQINI 


ANP BEHINP 
POOR NUMBER 


WERE ABOUT TO 


BE THWOMPPD! 






CHARGE 'EM, 
CHUCKS' SHOW 
NO MERCY/ 





EVEN CHAINS 
CAN'T HOLP ! 

MIGHTY L 
MARIO / // 


3, 2, 1. POWN 

THE //4TC/y. 


WHERE ARE 
WE? 


PRINCESS ! 

ARE YOU O K. ? 





REZNORS! 


TO PE CONTINUED. 



MEGA MAN IS 

r—m 

WHERE DO 1 GET THE WIRE? 

1 1 

^C/racHy/c/cer^^B 


Y ou’ll find the Wire in the Dive 
Man Stage after defeating the 
second mechanized Whale. 
Watch out for whale attacks. Once 



Mega Bust the two Whales while dodging their 
two types of attacks. 


you’ve walloped the Whales, dive down 
the hole in the floor beyond the place 
where the second Whale attacked. This 
is where you’ll find the Wire, which 



Dive down the hole beyond where the second 
Whale attacks. The Wire is in the room below. 


works like a grappling hook. Shoot the 
Wire at the ceiling and climb up it to 
reach areas and ledges that you couldn’t 
reach before. 



Use the Wire like o grappling hook to climb up 
to new areas and avoid attacks. 


WHERE CAN I FIND THE BALLOON? 


Q 


L ook for the Balloon in the 
Pharaoh Man Stage. At the 
beginning of this area, you’ll 
have to cross the shifting sands to the 
right until you reach the hole that leads 
to the underground chambers of 
Pharaoh Man’s tomb. Don’t worry 
about sinking into the sand. Instead of 
going down into the tomb, jump 
across the hole and continue right. 
Here you’ll find the Balloon. Mega 
Man can jump onto the Balloon and 
then jump to a more distant ledge. 



Use the Rush Coil to jump over the entrance to 
reach the Balloon farther to the right. 



Use the Balloon to reach inaccessible ledges. 
Mega Man can ride on top of the Balloon. 


70 NINTENDO POWER 






S o you’ve reached the end of Stage 
7 and defeated the Red Emperor 
only to find that the Princess has 
been saving a surprise for you. The sur- 
prise is that you need to get the Bracelet 
before you can proceed to the final area. 
An even bigger surprise is that the 


At the end of Level Seven, you discover that you 
must start over to get the Bracelet. 


Princess hid the Bracelet earlier in the 
game, and that means you have to start 
over at the beginning. You have no 
choice in this. There is no way to get the 
Bracelet during your first trip. You can 
find the Bracelet in a Treasure Chest in 
any of the stages. Since the Treasure 


The Bracelet is on every level, in the Chest after 
the one where you find the Sun Shield. 


Chest items appear in a predictable pat- 
tern that resets each time Arthur is hit or 
begins the game with the Steel Armor, 
you can judge which Treasure Chest 
contains what items. The Sun Shield is 
in the fourth Chest in the order of items. 
The Bracelet is in the fifth Chest. 


The Bracelet is most effective when used with the 
better grades of armor. 



HOW DO I DEFEAT THE FINAL RED EMPEROR? 


N ow that you have the Bracelet, 
you might as well put it to work 
Use the Bracelet to defeat the 
final Red Emperor you encounter on 
the second trip through the game, 
which is described above. Look for this 
enemy in Stage 7. Since the range of the 
Bracelets attack increases depending on 
the type of armor Arthur is wearing, try 
to have the Golden Armor when 
attacking his Highness. You can pick up 
the different types of armor and the 
Bracelet in any of the stages preceding 
Stage 7. Unfortunately, there is no easy 
way to defeat this beastly baron once 
you reach him. You should be aggres- 



The Bracelet's firing range is greatest if you are 
wearing the Gold Armor. 


sive. Attack his head as often as possi- 
ble. You don’t want to run out of time. 
On the other hand, you have to avoid 
taking too many hits. Try to get a feel 
for the monster’s movements so you can 
avoid being hit by the fire from his 
middle face or jump over the laser 
beams that shoot out from his head. If 
you hold on for the win, you’ll move 
ahead to the final confrontation versus 
Sardius. When attacking Sardius, you 
should also aim for the head. Since 
Sardius is so huge, however, reaching 
the top head isn’t always so easy. Use the 
platforms that circle around the mon- 
ster to raise Arthur to a level where you 



The massive size of Sardius requires that you 
jump onto a circling platform. 


can attack the upper head. You’ll have 
to avoid the multiple spear shots and 
repeat the attack several times to win. 



Attack the final Red Emperor's head using the 
Bracelet. Without armor, you must be close. 



Attack Sardius in the top head while trying to 
avoid his damaging, multiple shots. 


VOLUME 38 71 




LAGOON 


HOW DO 1 GET THROUGH 

PHILIPS CASTLE? 

Scot 

Williams H 


O nce you’ve managed to get 
into Philips Castle from the 
Elf Field, you’ll have to find a 
way to go beyond it. Your first task is to hunt 
down the Key of Prison. Look for it on 
the first floor in a Treasure Chest. Next, 
search for the Gold Armor. When you 
find a V shaped notch in the lower wall 



of a room, pull on the middle of the V 
to open the door. Inside, you’ll find the 
Gold Armor. Now it’s time to rescue 
the elves from the dungeon using the 
Key of Prison. If you have the Movable 
Mantle, the elves will give you the Key 
of Philips, which allows you to go up 
to the second floor. Upstairs, look for 



Free the elves in the dungeon and exchange the 
Movable Mantle for the Key of Philips. 


the Large Shield. Once you have the 
Shield, and if you are at Level 12 or 
above, it is time to attack Natela, the 
winged lion. Wait for him to attack 
before using your Sword. When you 
win, you’ll be rewarded with the Silver 
Sword. Outside, you’ll find the Right 
Door leads to the Dwarf Desert. 



WHERE DO I FIND THE MOON STONE? 


L ook for the Moon Stone in the 
fourth section of the Dwarf 
Cave. Head to the right and up 
until you see a cave. You’ll have to 
make several jumps over a lava lake to 
reach the cave entrance. Inside, on the 
back wall, you’ll nouce one stone that 
stands out. That is the Moon Stone. 
Push the Y Button to take it, then 
leave. Now go to the man in Denegel 
who asked if you had seen the Moon 
Stone. If you equip the Stone, he’ll give 
you the Freezing Pot, with which you 
can freeze lava in order to walk on it. 



The Old Man in Denegel wanted to see the 
Moon Stone, which is in the Dwarf Cave. 




72 NINTENDO POWER 












HOW DO I GET INTO THE CASTLE? 


Y ou must have the Ivy Seed to 
get into the Castle at the end of 
the game. Look for it in the 
room with two Ivy Vines in Camu’s 
Cave beyond the Speaking Door. Once 
you open the Door using the Ring, 
make your way to the chamber with 


two Ivy Vines and use the OPEN com- 
mand on the right vine. After you’ve 
collected the Ivy Seed, take the left vine. 
You’ll find the three Dwarves. Answer 
their question with a YES, then move 
on to die right and jump down the hole 
to the Abyss. In the Abyss, use a boat 


that you find there to row along the 
underground river to reach the door 
that you can PULL or PUSH. Either 
choice will lead you to the Casde Gate 
where you’ll use the Ivy Seed. The Seed 
grows into a tall vine that you can climb 
to reach the interior of the castle. 


TO THE CASTLE 




In the room with two vines, OPEN the right 
vine, then climb up the left vine. 



Take the hole down into the Abyss. Use the 
boat below to cross the river. 



WE'VE GOT YOUR QUESTIONS COVERED 



WRITE TO: 

Counselors' Corner 
P.O. Box 97033 
Redmond, WA 
98073-9733 

CALL: 

(206) 885-7529 
Nintendo Game Play 
Counselors are on call 
Mon-Sat., 4:00 am to 
Midnight and Sun., 
8:00 am to 5:00 pm, 
Pacific time. 


VOLUME 38 73 







SUPER NES 
Technology 
Update 


DIGITAL 



Kawasaki Caribbean Challenge 


Imagine that you have a piece of grid 
paper with 61,440 squares on it. Then 
someone gives you a set of 256 crayons 
and tells you to create a picture by fill- 
ing in the squares, one square at a time, 
with one color per square. That’s basi- 
cally how video game images used to be 
created using character blocks. Now 
imagine taking a photograph of the 
image you want in your game. You slip 
the photo into a digital scanner, push a 
button and after a minute of humming 
and flashing lights, a beautifully repro- 
duced copy of the photo appears on 
your computer screen. That’s how you 
create a digitized image for the Super 
NES. The difference is as dramatic as 
that between the person who spends 
hours or days painting a scene and the 
person who snaps a photograph in a 
fraction of a second. The use of digi- 
tized images is easy, and the result more 
closely matches the real world. Wel- 
come to the digital age. 


In the world of video games, infor- 
mation has always been stored digitally 
(or by using numbers), but until 
recently, programmers did not have 
access to enough memory or comput- 
ing power to make use of the digitally 
reproduced pictures that mirror reality. 
The pictures that they created, although 
stored in digital form, were often limit- 
ed in detail because it was so time- 
consuming to create pictures in the 
traditional manner using screen charac- 
ters, which are blocks of eight-by-eight 
dots. For instance, the figure of Mario 
in Super Mario Bros, was created with 
simplicity in mind, but even so it was 
complex and still rather blocky. Mario 
consists of eight character blocks, and 
each block contains 64 color dots. 
Someone had to program the correct 
color for every dot, just like the hypo- 
thetical situation with the grid paper 
and crayons. Since the Mario figure has 
64 dots in each of eight characters, it 


would take 512 individual steps to cre- 
ate Mario. Luckily, there are paint-type 
programs to make the job easier. But 
imagine if you wanted bigger, more 
complex characters and richly detailed 
backgrounds. Little wonder that pro- 
grammers welcome methods for creat- 
ing images that don’t require such 
tedious labor. 



The blue background can be deleted from the image 
once it is digitized, leaving only the bike and model. 


74 NINTENDO POWER 



POWER 


SUPER NES 
Technology 
Update 


NCAA Basketball 



Digitized pictures are pixel-by-pixel 
representations of actual photos or 
frames from a motion picture. The 
process goes something like this. When 
a picture is placed in a scanner, photo 
detectors sense the color at every loca- 
tion on the scanning plate. For each 
location, the scanner assigns the color a 
number. When you combine all the 
numbers for every location covered 
during the scan, you will have the raw 
data to create a digitized picture. The 
process is similar to our grid paper idea, 
but imagine now that each of those 
61,440 squares had a number in it. Each 
number represents a color, as in a color- 
by-numbers picture. You must fill those 
thousands of color blocks using your 
256 colored crayons. Of course, the 
Super NES can accomplish this task in a 
fraction of a second, and that’s what 
allows programmers to use digital 
images to create ever more life-like 
games. Like they say, a photo doesn’t 
lie. Or does it? 

When you see a digitized image in a 
Super NES game, you might think 



The image for the jump shot set up begins the jump 


everything on the screen is a single pic- 
ture, something like a movie, which was 
filmed all at once on a set. Think again. 
The ball players in Sculptured Soft- 
ware’s NCAA Basketball, for instance, 
are digitized figures, but the court and 
scoreboard are created from back- 
grounds and standard character blocks. 
What you are really seeing is not one 
picture, but thirteen. Each of the ten 
digitized players is an individual picture. 
The court is a background screen, 
which rotates using Mode 7. The ball 
itself is another digitized image, and the 
scoreboard exists like a window, com- 
pletely separated from the rest of the 
screen. 

So how did this conglomeration of 
images get put together? The design 
team at Sculptured Software took pic- 


tures of a model going through all the 
motions that occur in basketball, from 
dribbling the ball to slam dunks. Once 
they had the pictures, they scanned 
them into their computer and assigned 
them labels so that each image could be 
called up for use in the game when it 
was required. They depicted movement 
through the use of sequences of images. 
If you push and hold the B Button 
when you have the ball, the sequence of 
images that constitute the jump shot is 
activated. You see the player take the 
ball in both hands, stretch, then leave 
the court as he jumps. 

Some games use digitized images in 
many different ways to create a look of 
reality. The programmers of Gametek’s 
Kawasaki Caribbean Challenge have 
gone to extraordinary lengths to get the 



VOLUME 38 75 





SUPER NES 
Technology 
Update 


Out Of This World 




The model Ferrari was photographed, digitized, then 
reconstructed using an editing program. 


right look for their game. Not only are 
the water bikes digitized from photos 
of actual Kawasaki racing models, but 
the interlude screens between races are 
digitized as well. Rod Humble, the proj- 
ect’s producer, sent a cameraman to the 
Caribbean to shoot the different sites 
where the races in the game would 
occur. The photographer flew about 
the islands shooting rolls of film. In the 
game, these photos will appear between 
races. The game concept is that you are 
travelling from island to island and that 
you’ll compete at each one, so the intro- 
ductory photo shows you exactly what 
that real island looks like. 

Gametek also makes use of digitized 
photos in its Super NES game show 
Game Paks like Wheel of Fortune and 
Jeopardy. Wheel of Fortune features 
pictures of Vanna White (it also has 
Vanna’s voice digitally recorded), 



Eric Chahi of Delphine Software used many models, 
including himself, when creating images for Out Of 
This World. 


whereas Jeopardy uses digitized photos 
of host Alex Trebeck. Acclaim’s Super 
WWF also uses digitized images of 
celebrities. 

Since many games use the 3D scaling 
effects of the Super NES, often a single 
digital character won’t suffice. In 
NCAA Basketball, there are eight sizes 
of each digital image. Players close by 
are the largest size while a player viewed 
at the length of the court appears tiny. 
According to Brian Taney, one of the 
team members working on the devel- 
opment of the game, a number of inter- 
esting bugs appeared during testing, 
including the scaling nightmares of dif- 
ferent sized players— one giant, one 
puny— appearing in the same part of the 
court, and player images walking 
around upside down. 



Before and after: the pistol began its existence as a 
digitized photograph, then became an object in the 


Not all digital images are created 
equal. Some game images look nothing 
at all like the original photos from 
which they were taken. Such is the case 
with Lester Knight Chaykin, the hero 
of Interplay’s Out of this World. 
Although the character of Lester was 
derived from photos of French pro- 
grammer, Eric Ghahi, the character that 
finally appeared in the game looks like 
the backgrounds, which weren’t taken 
from digitized images at all. To repro- 
duce the motion of a real human walk- 
ing, running, jumping, kneeling and so 
forth, Eric had himself photographed 
and the photos digitized. Once in the 
computer, the image was traced using a 
paint-type program to create the final 
game version. 

Similar techniques are used to 
enhance or alter digitized images. If you 
were using the photo of a friend in a 
game, you might want to give him a 
mustache or turn her hair from brown 
to purple. Such altered figures appear in 
several games, including Super Battle- 
tank and FI ROC. The images used by 
Absolute and Seta in certain parts of 
these games contained the likenesses of 
famous people. In order to use the 



Even a simple object such as a soda pop can 
becomes a dramatic prop in Out Of This World. 


76 NINTENDO POWER 





The characters in WWF Super Wresriemanio are not 
digitized, but they are derived from digitized video 
footage for better animation. 


images, the programmers had to alter 
their appearances. 

Another major consideration for 
programmers is that many digitized 
photos contain too many intricate 
details and too many colors to be dis- 
played at one time on the Super NES. In 
order to work within the parameters of 
the system, they will clean up the image, 
removing excess colors. In WWF Super 
Wresdemania, great care was taken to 
preserve the look of the wresders’ uni- 
forms, but small details had to be left 
out. Since the Super NES works with a 
pallet of 256 colors that can be dis- 
played at one time, any colors in a dig- 
ital image beyond that number must be 
altered. 

Not all of the visual tricks take place 
in the computer, though. In Kawasaki 
Caribbean Challenge, the water bikes 


were all photographed in the studio, not 
in the sea. Photographs were taken of 
the bikes with different riders and tilted 
at different angles— the angles that a real 
bike would pass through during turns. 
A total of 32 digital images were made 
of each bike. Special care had to be 
taken to light the bikes in precisely the 
same way. This extra effort was neces- 
sary because the different bikes can 
appear together during races. If the 
colors and patterns of light and shadow 
were different on individual bikes, 
those differences would be readily 
apparent when the bikes were placed 
against identical backgrounds, which is 
exactly what happens during a race. 

So if digitized images look so good 
and are so much easier to create than 
more traditional images, why isn’t 


SUPER NES 
Technology 
Update 


everything digitized? The answer has to 
do with memory capacity of Game Pak 
ROMs. Currently the largest Super 
NES game memory belongs to Street 
Fighter II with 16 megabits. A single 
digitized screen, however, can use up 
almost half a megabit of storage space, 
and that has limited the use of digital 
images so far. With the advent of CD 
ROM, much more digitization will be 
used in future games. The CD ROM 
format will allow hundreds of digitized 
images, digitized sound, music and 
voices, and in some games you’ll even 
see video or film sequences digitized. 

Where the portrayal of reality is con- 
cerned, as in sports games or games 
based on movies or real events, the 
future certainly belongs to digital appli- 
cations. Even puzzle games and animat- 
ed games benefit from digitized sound 
and images. The new technologies like 
CD-ROM, and the sophistication of 
programming are moving video games 
toward the point where very soon you’ll 
be playing games that are indistinguish- 
able from live TV broadcasts, except 
that you will be in total control. 


WWF Super Wrestlemania 




VOLUME 38 77 






What unnamed horror waits at the top of Drokmar 
Keep? You'll have to pass through more than 50 
stages of Capcom's Magic Sword to find out. This 
is the same great action game that debuted in the 
arcades, only now you have extra game options 
plus a stage select for the lower levels. 


THE WARRIOR 


The Warrior, your main hero in the 
tower, wields a magic sword and casts 
powerful spells. He must find the evil 
Blackorb and destroy it to save the world. 




By freeing captive Helpers from dungeon cells and 
winning powerful weapons and magic, the Warrior 
ascends the tower step-by-step. Set between himself 
and the final menace at the top of the tower are a 
host of monsters, undead ghouls, evil warriors, 
magicians and dragons. Luckily, each stage is short. 
Some items discovered along the way boost your 
failing reserves. Many Treasure Chests reveal Keys 
and other items, but some are traps. Also beware of 
the Guardians who hold the swords of power. You 
cannot move forward unless you defeat these 
mighty foes and take their swords. 





KEYS TO SUCCESS 

Use the Keys found in Chests to open the dungeons 
and free one of eight different Helpers. The Helpers 
range from the brutish Big Man to the cunning 
Wizard. Each one has several attack modes using 
weapons and magic. Some of the Helpers, like the 
Thief, have even more special abilities. You can 
switch from one Helper to another along the way, 
but you’ll have to learn which Helper is best suited 
for each stage. Always take a Helper with you to 
battle the Guardians. 




TREASURES AND TRAPS 


BIG MAN 


This neanderthal throws a boomerang 
axe. His strength and stamina are 
legendary, but he isn’t a powerful user 
of magic spells. 


Most of the Treasure Chests 
contain useful items such as 
Keys, Food, Magical Items, and 
Power-Up Hearts, but some of 
the Chests trigger a hidden trap 
that blasts you with fire or 
unleashes a hail of stones. Invis- 
ible Chests are discovered auto- 
matically by the Thief if he is 
traveling with you. Since the 
contents of a Chest appear at 
random, you must always be 
careful when opening them. 



Most chests have useful items, but always 



SUPER NES 


of stepping into a trap. To be safe, stand to the 
side when you open the Chest. 







KEY 


ALLIES IN THE TOWER 


Although the Warrior can bulldoze his way 
through most of the lower stages on his own, 
you’ll find that Helpers greatly increase your 
chances of success. Not only do you increase 
your firepower by having a two-character party, 
you often gain extra abilities such as the use of 
the defensive bubble of the Cleric or the back- 
fire shot of the Lizardman. One of the Helpers 
is usually best suited to a stage. Use the maps to 
choose which Helper you’ll take with you. 



B 

BIG MAN 

A 

AMAZON 

K 

KNIGHT 

N 

NINJA 

W 

WIZARD 

C 

CLERIC 

T 

THIEF 

L 

LIZARDMAN 



AMAZON 


The Amazon is 'a 
fierce woman-war- 
rior who fights with a 
crossbow. Her cross- 
bow shoots flaming 
bolts at higher levels. 
She. is swift but lack- 
ing in power. 


TO GUARDIAN ► 


NINJA 


The Ninja throws a volley of two to five 
deadly stars, which bounce off the walls and 
ceilings. He is fast but not terribly powerful. 


T / 

K 

1 _ 




[ 


80 NINTENDO POWER 










MANTICORE 

The Manticore con- 


The Knight is armed 
with a spear and 
proves himself to be 
one of the strongest 
but you 
him until 
the 9th Stage. 


sists of the body 
parts of many beasts, 
but it has just one 
purpose. Duck under 
it when it jumps and 
watch out for its 
breath of fire that 
spreads along the 
ground. 




DRAGON 

This Guardian says that it is of the line 
of the Great Dragon. It flies back and 
forth. Like most dragons in the tower, it 
shoots blue fire. Kneel to attack it. 


INVISIBLE CHESTS 


These Invisible Treasure 
Chests are hidden through- 
out the towar, but unless you 
know how to find them, it 
will be as if they never exist- 
ed. You can take the Thief 
along so the Invisible Chests 
will appear automatically. 
Alternately, you can swing 
your sword in the air and if it 
hits an Invisible Chest, the 
Chest will appear. 





If the Thief has joined you, you'll automat- 
ically find the Invisible Treasure Chests 
just by passing them. Without the Thief, 
finding the Chest is difficult. 




81 













WIZARD 




His attack is powerful, but his body 
can’t take much abuse. His lower 
level magic consists of spinning 
orbs. Use the Wizard’s upper level 
magic to bowl down groups of 
enemies. 


Possession of the Scroll 
increases the likelihood 
of receiving items from 
defeated opponents. 


If you have the Crystal 
Ball, you'll find Invisible 
Treasure Chests even 
without the Thief in 
party. 


MAGIC ITEMS 


Many of the Treasure Chests contain Magic Items that can be useful to 
your Party during battle. Other Magic Items can destroy all enemies on the 
screen or give you temporary invincibility. 




STAGE 11 


"it* t v 1 7. J 

... 


MANTICORE 

This second Manticore 
behaves the same as the 
first. By staying close to 
the monster, you’ll avoid 
its flaming breath. Use 
magic to attack it in the 






82 NINTENDO POWER 






DROKMAR KEEP: THE UPPER FLOORS 

As you climb ever higher in Drokmar Keep, more enemies will assail you 
and your ally. At this point, the choice of an ally becomes more important. 
When you haven’t visited a stage before, take a Helper with a potent 
attack such as the Wizard or Lizardman. Move quickly, avoiding damage 
whenever possible, and open all Treasure Chests that you pass. 


STAGE 13 


STAGE 14 




STAGE 15 





















THIEF 


The Thief uncovers hidden Trea- 
sures and Traps. His skill can save the 
Warrior much injury. In the upper 
levels, the Thief’s bombs shoot 
upward and spread out. 


Is there no end to this tc 
and fight until the BlacI 
action. The Warrior and 
levels, and you’ll contir 
enemies, however, have 


















:p keeps going up 

wer? Stage after stage, you must continue to climb 
:orb has been destroyed. There is no letup in the 
his allies increase their attack abilities in the upper 
iue to collect even more powerful swords. The 
also grown in strength and numbers. 


I 




LIZARDMAN 

»Jhe Lizardman has superior 
:ngth, speed and attacking 
ver, but you have to bribe him 
with a Diamond Ring in order 
for him to become your ally. 



DRAGON 

STAGE 36 

The keeper of the Great 
Sword is another dragon that 
attacks with blue lightning as 
it flies back and forth. 



MANTICORE 

STAGE 49 

The Manticore has waited 
ages for a sacrifice. It leaps 
and throws flame like its pre- 
decessors lower in the tower. 



LORD DROKMAR 

STAGE 50 

You’ve climbed far and suffered long to get 
here. Now you’ll have to fight like there’s 
no tomorrow. Indeed, if you lose, there will 
be no tomorrow. 

















A GLOBAL BATTLE! 


Eight of the world's best 
fighters have been accept- 
ed into the legendary 
Street Fighter competition 
by Capcom USA. They will 
go head-to-head against 
each other plus four other 
martial arts masters. The 
anticipation for this event 
is running extremely high! 


Ken and Ryu will make an 
appearance. Chun Li is ready 
to jump on a plane. E. Honda 
and Zangief are in it largely 
because of their large size. 
Blanka and Guile have their 
own reasons for entering. It 
was a stretch for Dhalsim, 
bur het.made it. The Street 
Fighter tournament is on! 


SUPER ne: 







A former member of the United States 
Special Forces, Guile entered the Street 
Fighter competition to go after a man 
known only as M. Bison. Guile will cer- 
tainly have his work cut out for him. 
However, withtiis combination of Spe- 
cial Forces fighting techniques and 
Southern street smarts, Guile may have 
just what it takes to reach M. Bison, the 
final fighter. It appears that Guile has 
taken his weight-training very seriously. 
He’s extremely buffed up! 


-PLAY AS GUILE „ 

Hand-to-hand military Gpmbat training 
requires soldiers to become equally 
adept at using their arms and legs. Guile 
has extremely quick hands and can 
throw several short jabs per second, 
also has some devastatingly fierce kicks 
in his extensive bag of combat tricks. 
Use the Somersault Kick against an 
opposing fighter if time permits. 


PLAY VS. GUILE 


From his experience with breaking the 
sound barrier while flying fighter jets, 
Guile learned how to control his body to 
create a “wave” of sound. His “Sonic 
Boom" is hard to defend against, but anti- 
cipating it and then jumping over the 
wave is the best strategy. Ken and v Ryu 
can defend against Guile’s Somersault 
Kick by executing a Shouryuken. 



Guile is stationed at a U.S. r 
in the Southeast. Several of 



84 NINTENDO POWER 





fP fP ft fP fP <fP fP fP fP fP fP fP fP fP fP fP'wP TP fP 



STRAIGHT FROM THE OLD SCHOOL 


An American from the northeastern 
region of the U.S., Ken studied martial 
arts in Japan along with fellow student 
Ryu. Having perfected their skills 
under the same instructor, Ken and 
Ryu are very much alike in their abili- 
ties and techniques, although Ken may 
have a slight edge in sheer power. An 
extremely potent combination of 
strength, speed, ^chnique and finesse 
makes Ken one ofthe most well-round- 
ed fighters in the tournament. 


Ken knows several very impressive 
karate moves: the Ha dou ken, 
Shouryuken and the Hurricane 


PLAY AS KEN 


PLAY VS. KEN 


If you are a newcomer to the Street 
Fighter scene, Ken is a very good choice 
of fighters to staff off with. He is fairly 
easy to control and his moves are pro- 
bably ' the most recognizable to 
someone familiar with karate. Ken is a 
good jumper and has good leg strength, 
so executing jumping kicks is a safe bet. 


When Ken is descending fron\ his 
powerful Shouryuken move he is the 
most vulnerable to counterattacks. A 
yvell-timed, well-placed kick or strong 
punch will most certainly double Ken 
over and cost him precious energy. 


Press Right, then Down, then Down and Right 
the some lime while pressing a Punch Button f 
the Shouryuken. For the Hurricane Kick, press 
Down, Down and Left, then Left with a Kick 


Ouch! The 


A Flying Kick ond a quick Slide Kick are both excellent 
offensive ond defensive moves. Ken can execute these 
and other similar moves with the greatest of ease. 


STREET FIGHTER n 

THE WORLD WARRIOR 


85 







CHINESE 

MARKETPLACE 


Since Chun Li’s kicks are her best 
form of attack, she should be in a 
position to use them most effecti- 
vely— in the air! Practice kicking an 
opponent while you are landing on 
them. By pressing a Kick Button as 
quickly as possible, Chun Li’s foot 
will move so fast it becomes a blur. 
This is the Lightning Kick. Several 
quick hits can be scored with this 
powerful kick. 


Chun Li chooses to host her battles on a street in the 
very same neighborhood where she grew up. Some 
of the onlookers are members of her family. 


■PLAY AS CHUNU 

Use Chun Li’s speed aqd agility to sef 
up your opponents. One of her favorite 
tricks is to jump over an unsuspecting 
opponent and then attack them from 
the back. Chun Li’s Lightning Kick is 
apdy named— it’s as fast as lightning! 
Use it whenever possible. . 


PLAY VS. CHUNU 

To counter Chun Li’s speed, your char- 
acter must quickly anticipate her moves 
and act accordingly. She will try to 
attack when she’s in the air, so move 
^away from her when she jumps. Don’t 
even think ofjconfronting her when her 
Lightning Kick is in effect! 


Chun Li has been in training since she 
was a youngster growing up in her 
native China. The moniker of “The 
World’s Strongest Womati” has been 
given to her by many martial arts 
experts and instructors in her home 
country. She has something to prove to 
the rest of the world and she also has 
revenge on her mind. M. Bison will be 
the target. Chun Li’s jumping ability, 
foot speed and agility are simply unri- 
valed by her peers...and they know it! 


86 NINTENDO POWER 




<JOOOOOO<J<JQ oooo oooooo 




Zangief is power personified. This 
hulking Soviet has never met a grizzly 
bear which he couldn’t defeat in a 
wrestling match! His many scars are a '* 
visible testament to multiple meetings 
with the ferocious beasts. Zangief s 
speed doesn’t even come close to 
matching his strength; he’s very slow. 
However, the nature of street fighting 
requires a competitor to be near their 
opponent, so Zangief’s ,not too wor- 
ried. A 


PLAY AS ZANGIEF 

When Zangief was wrestling 'grizzly 
bears he found that if he held , them 
tightly they couldn’t use their claws to 
fight back. If you manage to move Zan- 
gief in close to an opponent he’ll be able 
to grab them and use one of his crowd- 
pleasing wrestling moves to slam them 
to the ground. Zangief also likes to trip 
up his opponents before moving in. 


PLAY VS. ZANGIEF 

One of the best defenses to use against 
Zangief is a strong kick to his paid-sec- 
tion when he is approaching,^5u. Make 
sure to kick him before he. gels' too close 
or he may grab you and throw you 
down to tbe ground. Duck down when 
he throws his Spinning Clothesline 
punches to avoid them. Hit him with an 
uppercut wheri he’s finished spinning. 


SUPER NES 


87 






A VERY WELL-ROUNDED FIGHTER 


Ryu is a very focused fighter. The only 
thing he truly cares about is winning. 
He and Ken have dueled many times, 
especiallyjvhen they were in training 
together. They were goo'd friends in 
Japan, but have grown apart since Ken 
moved back to’ the States. Ryu is a bit 
older than Ken and he may be slightly 
quicker. Ryu loves to surprise his rivals 
by unleashing several lightning-fast 
moves in succession. His precise tech- 
nique allows him to recover very 
quickly. 


The consummate karate expert, 
Ryu dazzles with his fantastic 
moves. 


Ryu executes the Ha dc 
Shouryuken using the sc 
which Ken uses for thes. 
that they use the same I 
had the same instructor. 


-PLAYASRYO 

Ryu can and will attack, any part of 
his opponent’s body at any time. The 
Shouryuken and rapid jab punches 
are some of his specialties. If timed 
correctly, the Shouryuken is one of 
the most powerful moves any fighter 
can hope to possess. Like Ken, Ryu 
loves to use the Flying \Kick to fend 
off attacks. 




PLAY VS. RYU 


Ryu is susceptible to, a great amount of 
damage if he js hit after attempting a 
Shouryuken. This is why timing is so 
important when defending against this 
powerful move. If Ryu misses with the 
Shouryuken, move in quickly and attack. 
Ryu will often throw several Ha, dou 
ken’s in succession. Back up and jdttip 
over the fireballs to avoid them. 


Ryu trains so much, he literally lives in his dojo! 
special fighting platform has been constructed fc 
Street Fighter competition, though. 


88 NINTENDO POWER 






UUUUUUUUUU UUUUUUUUUQ 






HO 


DA 


SUMO WRESTLER EXTRAORDINAIRE! 


STREET FIGHTER n 


THE WORLD WARRIOR 


A low Sliding Kick is a relativ 
off of his feel. When he’s dow 
at E. Honda re 


Does the E stand for Enormous? Quite 
possibly. E. Honda is the heftiest com- 
petitor in the Street Fighter competi- 
tion. His hulking body is both an asset 
and a hindrance. He can withstand a lot 
of abuse, but is slow of foot. E. Honda is 
what ajl Japanese Sumo wrestlers aspire 
to be...the best. He thinks that it’s only 
natural for a Su>|o wresder to become 
the world’s great esrfighter. This water- 
ed-down theory may bejhe result of 
taking too many hot bathsj 


PLAY VS. E. HONDA 

If you try to jump over E. Honda, he is 
likely catch you with an Overharfd Chop. 
Chun Li is the only character who seems 
to have any luck jumping over him. One 
of his favorite moves is to block your 
attack and then quickly use one of his 
Sumo Head Butts. Use a Sliding Kick to 
knock him off of his feet. 


PLAY AS E. HONDA 

Don’t waste any time when using E. 
Honda as your fighter. Move right in and 
go for the big moves. The mighty Hun- 
dred Hand Slap and Body Tosses are E. 
Honda’s spedaides. E. Honda is good at 
recovering quickly if he’s knocked down. 





-PLAY AS BLANKA 

Blanka’s quickness is by far his best ally.! 
He can use fast moves to catch his 
opponents off guard. He has tremen- 
dous reach with his attack moves. The 
Scratch Attack consists of a short jump 
and a quick punch: It doesn’t really do a 
lot of damage, but it’s effective in back- 
ing up an approaching adversary. 
Blanka loves to use low attacks. 




Let’s check out some of Blanka’s 
extraordinary moves. 


It may seem like Blanka is out of con- 
trol most of the time, but that’s just the 
way he fights. He thinks it confuses his 
opponents. If you want to see one of the 
goofiest looks ever, give Blanka a hard 
kick to his mid-section. His facial 
expressioruis hilarious! 


Hold Down and Left for 
Right plus a Punch Buttor 
Attack. 


BRAZILIAN VILLAGE 


BLANKA 

A BRAZILIAN NIGHTMARE 


When Blanka was very young, a plane 
he was riding in crashed in the Brazilian 
jungle. He was raised in the jungles by a 
pack of wild animals. To keep up with 
them, he had to move very fast. Blanka 
is very animalistic in his fighting tactics. 
He has the ability to control surges of 
electricity in his body. The lightning 
storm which caused the plane to go 
down is the source of this strange pow- 
er. Blanka’s body has been mutated 
from electrical surges. 


Blanka likes to have an audience when he fights. He 
makes his way into the Brazilian village which he and 


PLAY VS. BLANKA 


90 NINTENDO POWER 












In his battles, Dhalsim relies on a com- 
bination of intense meditation and 
intense indigestion caused by overdosing 
on his favorite food seasoning, curry. 



PLAY AS DHALSIM 

Dhalsim has studied the 
ways of Yoga since he was a 
small boy growing up in 
India. He is considered by 
many to be one of ffrelore- 
most Yoga Masters in the 
world. His methods of attack 
are the most varied of any of 
the Street Fighter competi- 
tors. He is extremely thin. 

Even though we don’t know 
her exact weight, Chun Li 
probably weighs more than 
Dhalsim. His Yoga stretching 
techniques allow Dhalsim to 
execute some staggering 
long range .attacks. He can 
extend his arms and legs to 
almost three times their nor- 
maT length. It’s/ truly an 
amazing sight to behold! 




A feet-firsl or head-first Corkscrew Attack 
depends on whether a Kick or Punch Button 
was pressed at the height of his jump. 


PLAY VS. DHALSIM 

Dhalsim is not one to attack hastily. He meditates, concen- 
trates and- then initiates his attacks. When fighting against 
Dhalsirflj take advantage of him by going in for a quick 
attapk.IJuinp attacks tend to work well, although Dhalsim can 
defendVa jump attack with a well-timed kick. Dhalsim can 
slide under fireballs and also slide to attack a rival. In fact, he 
often uses three slides in a row. Jump over him if he slides 
toward your fighter. \ 


\y 


A quick attack from above can be very 
effective against dhalsim. Remember to 
watch out for his extended limbs, 
thoughl 


Dhalsim usei'a sliding technique to his 
advantage. He can avoid fireballs and 
also knock an opponent to the ground. 


A group of elephants are the only onlookers in the 
temple as Dhalsim meditates on what strategies he 
will use on his next challenger. 


SUPER NESI 



o o o o o o e o n c oococcooor 












Sagat was a' former Street Fighter cham- 
pion, but R/u put an end to his reign. It 
was an impressive victory for Ryu. The 
most memorable Shouryuken Ryu ever 
executed left Sagat with a scarred chest. 
This time, Sagat has vowed to get 
revenge against 
Ryu and all other 
challenger?. His 
Tiger Uppercut is 
said to be more 
powerful than a 
Shouryuken. Is 
it? 


The Tiger Ball Is Sagat’ s 
answer to a fireball or flame 
It’s created from the sheer 
forte of his voice and fists. 


Sagat is extremely vulnerable 
to attack when he descends 
from executing a Tiger Upper- 
cut. He can easily be thrown. 



There are two bonus stages during 
the Street Fighter tournament. The 
first is presented to you after your 
character defeats five other fighters. 
The second, after you’ve defeated 
Balrog. The object is to destroy all 
the bricks in the first and to reduce 
the car to a heap in the second. You 
will be timed. 


two-player fea- 
ture! Playing 
against the com- 
puter is fun, but chal- 
lenging a friend is 
totally cool! Who will 
you choose? 


For a handicap, a player can si 
the Attack Level of their fighter. 
You can choose any back- 


The computer will keep track of each 
fighter's Win/Loss/Draw record while 
in the VS. mode. 


aT 

N VS. MODE 1 

Iff 3 

Street Fighter II 

i has an awesome - >, H 


93 









NCAA 



It’s fast. It’s hot. Your eyes will pop and your mind will spin. It’s NCAA Basketball from Nintendo, 
and you’ve never seen anything like it— except the real game. Spectacular Mode 7 programming 
keeps your focus on the ball for a super sensation of being part of the action. For one or two players, 
it’s the home court advantage in your very own home. 


BEFORE THE TIP-OFF 



NCAA Basketball gives you 
plenty of options off the court 
as well as on the court. Play an 
entire season, a single exhibi- 
tion game, one or two-players, 
or check last season’s stats of 
your favorite team. 


One-Player 

Exhibition 

This is you against the computer. Pick 
your team and your opponent, then 
set the time length and difficulty. 

Two-Player 

Exhibition 

Go for it in head-to-head, in-your- 
face competition. You and a friend 
each choose a team, then go for it. 

One Player Season 

Play an entire conference schedule 
against computer-controlled teams. 

Set your sights on the Final Four. 

Password Entry 

Playing an entire season takes time. 
Passwords let you play whenever you 

Team Statistics 

Check out player stats from last year. 
The stats are a good indicator of a 
player's skills on the court. 


So what happens 
after the Tip- 
off? You’ll run 
your offense and 
defense using a 
wide range of 
formations that 
can be selected at any time during the 
action. What’s the action? Passing, 
dribbling, shooting, setting up plays, 
setting picks, stealing the ball and 
blocking shots. That’s just the basics. 
You can also change Team Options dur- 
ing a time-out, or substitute players 
who’ve run out of steam. It’s all here. 



94 NINTENDO POWER 







OFFENSE 


3-POINT SHOTS 

B Use team stats to deter- 
mine which players shoot 
the highest percentage 
from the field. If their sta- 
tus is Fresh or Hot, shoot 
from the perimeter. 




Stuff the ball five ways, including 
a Two-handed Dunk, a Reverse 
Slam, a Hang-time Dunk, Turn- 
around Stuff and a One-handed 
Sky Dunk. 


OFFENSIVE 

PLAYBOOK 


The Give and Go spreads your players 
around the perimeter of the court. Quick 
passes and cuts are necessary to find an 
opening or mismatch. Since most 
defenses concentrate on blocking the 
area of the 
Key, there is 



The Stack Offense "stacks" players on 
one side of the court. There are two 
main benefits. One, the "unstacked" side 
is open for one-on-one maneuvers, and 
two, you might be able to use players as 
picks on the 
"slocked" side. 
The downside 

be hard to see 
who’s who in 
the Stack. 



The Spread Offense puts players at 
four widely separated corners with the 
Point Guard at the top of the Key. You 
can use this set to kill the clock or 
spread out the defense. If you switch 
from this set 
to the Double 
Low, look for 
a player to 
come open 
underneath 
the bosket. 



The Double Low formation places a 
Center and Power Forward on either side 
of the basket. The idea is to feed them 
the ball for the easy lay in or dunk. 
Watch out for o Three Seconds in the 

Key penalty, or 
for Offensive 
Charging. If the 
Center draws 
heavy cover- 
age, shoot from 
outside. 


The High-Low Offense offers many 
possibilities, but it requires precision 
passing in an area that is usually 
congested with defensive players. The 
man at the top of the Key controls the 
play. Don't 
discount 
shooting from 
the free throw 
line. Most 


The 2-3 Set Offense spreads the attack 
across a wide front. The idea is to keep 
the area under the basket relatively free 
of defensive players. This offense won't 
accomplish much against a zone-type 

defense, but is 
great against 
an aggressive, 

defensive 
team. 





The 1 -4 Set places the Point Guard in 
the middle and in control of the offense. 
The four other players will try to break 
free while the PG looks to pass them the 
ball. It’s important to make sure your 

■ passing lanes 
I are safe (look 



DEFENSE 

STEALING THE BALL BLOCKING SHOTS 



Turnovers are the way to win big. You’ll get 
turnovers by pressing aggressively while try- 
ing to steal the ball. The Referees are very 
forgiving and allow you to maul the ball 
handler almost at will. Press hard at every 
point. Never let up. 


Blocking shots takes luck and 

, a .H liming. You have to guess when .t 

player will shoot, then time your 
H own jump to reject the ball. Half 
H the battle is being in good posi- 
tion. Stay in your man’s face! 


DEFFENSIVE 

PLAYBOOK 


The 2-3 Zone presents a strong defense 
in the middle and the comers to prevent 
penetration to the basket. You are also 
well positioned to apply pressure to 
outside shooters. Make sure you switch 
to the man 



The Triangle and 2 Defense is a partial 

area of coverage in the middle. Use 
this formation to put extra pressure on 
your opponent's hottest players while 
closing down 
the passing 
lanes through 
the Key. If you 


The Diamond and 1 Defense is used to 
shut down a single star performer by 
placing one player in tight, man-to-man 
coverage while the other four players 
close off the middle. This forces the 




The 1-3-1 Zone Defense stacks three 
defensive players in the Key and works 
well against the High Post option of the 
High-Low Offense. You'll have to watch 
out for penetration from the comers 

and the easy 

unchallenged 
3-Poinl shot 

outside. 



The 1 -2-2 Zone works well against a 
team in the Spread Offense by keeping 
the offensive players shooting from far 
away. On the other hand, a good ball 
handler can break through the zone and 
into the Key . 

or hook shot 

Always match 
your defense 
to the offense. 



The Man-to-Man defense pairs each 
defensive player to an offensive player. 
If you want hord-nosed, aggressive play, 
ond maybe some turnovers, this is the 



The Pressure Defense is even more 
aggressive than Man-to-Man, but you 
will have to substitute often to keep Fresh 
players in the game. The benefits of the 
Pressure Defense ore numerous turnovers. 



SUPER NES 


95 


















COACHING OPTIONS 


CALL TIME OUT 

Call an official Time Out to rest your players, or go to the 
Coach’s Screen to make adjustments without calling Time Out. 


VIEW 


VIEW GAME STATS 

Check on player stats for the current 
game. It’s great for comparing who’s 
hot and who’s not. Points scored, 
rebounds and fouls, as well as status 
(whether he’s Fresh, Hot, Tired or 
Weak) are shown. 

VIEW SEASON STATS 

Season Stats are a good indicator of a 
player’s overall ability. The Stats 
shown, however, are not compiled 
from the current season as stated in 
the manual. Use this screen like a 
scouting report. 



CHANGE PLAYERS 

Substitute your players when they get tired. The Change Players 
option lets you rotate your roster to keep them fresh. 


TEAM OPTIONS 


SWITCH 

DEFENDER 

ON PASS 

The gome automaHcally shifts your control to 
the player covering the ball handler. The often 
constant switching can tie confusing. Look for 
the arrow indicator to spot your player. 

DON'T 

SWITCH 

ON PASS 

There's something to be said for switching 
between your defensive players manually. 

You can wait for a play to develop before 
switching control to the key defensive player. 

FASTBREAK 

If you select Fastbreak, your Guards race 
down court when the opponent shoots. The 
idea is that they will be open for the long 
pass If you snag the rebound. 

DON’T 

FASTBREAK 

The downside of calling for the Fastbreak is 
when you fail to get the rebound. Suddenly, 
you have two players out of position and 
your opponent outguns you five to three. 

CRASH 

THE 

BOARDS 

This option commands all of your players to 
try to get the reEiound when you're on 
offense. If you grab the rebound, you'll be 
able to shoot again or tip in the ball. 

DON'T 

CRASH 

THE BOARDS 

If all your players crash the boards, but fail to 
get the rebound, your opponent can make on 
easy score, especially if he or she has 
selected the Fastbreak option. 


WINNING STRATEGY: 

WINNING STRATEGY: 

WINNING STRATEGY: 

TOOJUiGKLSMVL 0.> Mil vSI 



6 ' »,t . , 



y 

' v <_ ^ ^ 

Press aggressively at all times and try to get 
the steal. This includes pressing in the back 
court when your opponent inbounds the ball. 
You'll make far more steals and turnovers than 
fouls. Press hard under the basket and try to 
block shots. 

It's down to the final seconds and you need 
time to plan your last shot. What do you do? 
Take the ball to half court, then call Time Out. 
After choosing your best shooters, inbound 
the ball at half court. Your best percentage 
shot is from the top of the Key, with the basket 

The easiest shot to make is the Slam Dunk, but 
you have to get the ball close to the basket. 
Look for the safe pass under the basket or for 
an open lane. Against zone defenses, you can 
usually get around defenders by repeatedly 
dribbling straight at them, then at a right 

WINNING STRATEGY: 

WINNING STRATEGY: 

WINNING STRATEGY: 

UyflAlabana 

ItttJICrinson Tide BdCrmsnn lidt 

Coach's Screen 

2S~.. , . ' 

i ,, I'l ; ; J-.;. ' v-\ 

■ ■ , " - , 

' • X X 




Keep your players at the Hot level of play by 
calling Time Outs to rest Hot players and sub- 
stitute Fresh players. Don't substitute your 
entire squad at one time. Check player stotus 
often and substitute as soon as a player 
becomes Tired. 

You can change play formations during the 
game by pushing the Left Button, but it can be 
tough to watch the action on the court and 
choose a play at the same time. Instead, push 
Start to Pause the game, then select the play 

When your opponent goes into a stalling 
game to use up time on the dock, you can 
either wait 45 seconds for the shot or you can 
try to steal the ball. Even if your steal attempt 
fails and you cause a foul, you II have a 
chance at the ball. Choose the Pressure 


96 NINTENDO POWER 













THE CONFERENCES 

The five conferences included in NCAA Basketball compose a great cross-section of college 
basketball. Since the strengths of each computer team are programmed to match the actual 
teams (as seen over several seasons of play), you’ll find the conference action closely simulates 
actual conference play. For example, the ACC is a real powerhouse conference. If you win 
there, you stand a good chance of winning the Tournament. 






ANTIC COAST 


m m m a 


Traditionally, the ACC is one of the hot- 
test conferences in the nation. At the top 
of the heap, the Duke Blue Devils are just 
as awesome in video form as they are in 
life. The Cavaliers of Virginia and both the 
Tarheels and Wolfpack from North Caro- 
lina play a tough game. Georgia Tech, 
Maryland, Clemson, and Wake Forest- 
round out the ACC. 



BIG EAST 


1 



: 




THEASTERN 



THWESTERN 



The Big East may have even more strength 
than the ACC. It certainly has a better bal- 
ance. Georgetown, St.John’s, Syracuse, Vil- 
lanova, Providence, U. Conn and Seton 
Hall have all been visitors to the NCAA 
Tournament. The Pittsburg Golden Panth- 
ers are also hot, but if you choose Boston 
College, you’ll have a real challenge win- 
ning this conference. 


Look for the Alabama Crimson Tide, the 
University of Kentucky, LSU, and Missis- 
sippi State to lead this conference. Vander- 
bilt and Georgia could be breakthrough 
teams while Auburn, Florida, the Missis- 
sippi Rebels and Tennessee Volunteers 
have got their work cut out for them. Of 
course, if you want a challenge, try to win 
the conference with a weaker team. 


The University of Arkansas Razorbacks 
are the class act of the SWC, but the Long- 
horns from Texas and the Horned Frogs of 
TCU are solid teams. The Houston Cou- 
gars are sort of a wild card team. After that, 
the quality falls off dramatically. If you 
want to win with Texas Tech, Baylor, Rice, 
Texas A&M or SMU, you’ll have to play 
some inspired ball. 


■ THE BI G EIGHT 




Kansas and Nebraska sit atop the Big Eight, 
but Oklahoma State, Colorado, the Okla- 
homa Sooners and Missouri Tigers are all 
good teams. Kansas State and Iowa State 
don’t have the speed to run with this pack. 
The Big Eight teams may have a tough time 
with the powerhouse schools from the ACC 
and Big East. 


SUPER MES 














98 NINTENDO POWER 



Please answer the following questions on the postcard provided below, then enter our Player's Poll Contest by sending it in! 


A. How long have you been a subscriber? 

1 . Since the first issue 

2. Three years 

3. Two years 

4. One year or less 


B. How often do you send your Player's Poll response card In? 

1 . Every month 

2. Most of the time 

3. Only when I really want the grand prize (six times a 
year or less) 




C. Which of the 1992 covers you've received so far has been your favorite? D. Which other video game magazines do you read? 

1 . Super Castievania IV (Volume 32) 1 Video Games & Computer Entertainment 

2. TMNT III: The Manhattan Project (Volume 33) 2. GamePro 

3. The Legend of Zelda: A Link to the Past (Volume 34) 3. Game Players Guide to Nintendo 

4. WWF Super Wrestlemania ( Volume 35) 4. Electronic Gaming Monthly 

5. Darkwing Duck (Volume 36) 


E. How old are you? 

1. Under 6 2.6-11 3.12-14 

4.15-17 5.1 8-24 6. 25 or older 


F. Sex 
1. Male 




Please use the game titles on the back of this card to answer the following questions. 

G. Please indicate, in order of preference, your five favorite NES games. 

H. Please indicate, in order of preference, your five favorite Game Boy games. 

I. Please indicate, in order of preference, your five favorite Super NES games. 



Answers to the Player's Poll - Volume 38 


Membership No. _ 


- Age _ 


Please answer by circling the numbers that correspond to the survey questions above. 

A. B. C. D. 

1234 123 12345 1234 


E. 

1 2 


F. 

1 2 


G. Indicate numbers 1-100 (from list on back of card) 

H. Indicate numbers 101-150 (from list on back of card) 
I. Indicate numbers 151-189(from list on back of card) 


Vlws 


• • GET POWER TO BURN WITH 


BACK ISSUES AND TIP BOOKS! 


Did you know you can get back 
issues of Nintendo Power ? Or 
special Tip Books designed to 
make you a Power Animal? Well, 
you can! And the way to do it is 
on the other side of this card. 


So what are you waiting for? 

Fill it out. Detach it. Mail it. Here's 
the address: 

Nintendo Power Magazine, 
P.O. Box 97032, 

Redmond, WA 98073-9732. 



1 F~ 


Place 

Stamp 

Here 


Nintendo Power 

P.O. Box 97062 
Redmond, WA 98073-9762 




BACK ISSUE / TIP BOOK 
ORDER FORM 


If you missed these classic Nintendo Power issues, don't miss out now! 
Prices listed include the cover price plus the cost of shipping and handling. 


( ) 

Phone Membership No. ’ 

Please check method of payment: 

□ Check or Money Order □MasterCard I I V 


(Payable to Nintendo) 


Credit Card Number 



NN^kterHI (VoTlS)’ 


Cardholder's Signati 



□□□□□□□■□□□□■□□□□□□□I 

0 Winners 


SECOND 

PRIZE: 


Custom-Made 

SUPER 

MARIO 

WORLD 

JACKETS 



► Turn up your wardrobe power with a cool, custom- 
made Nintendo Power jacket featuring Mario and Yoshi. 


PRIZE: 50 Winners 

Nintendo Power 
JERSEYS 



OFFICIAL CONTEST RULES 


To enter, either fill out the Player’s Poll response card or print 
your name, address and telephone number on a plain 
3" x 5'' piece of paper. Mail your entry to this address: 


NINTENDO POWER PLAYER'S POLL 
P.O. BOX 97062 
Redmond, WA 98073-9762 


One entry per person, please. All entries must be post- 
marked no later than August 1, 1992. We are not respon- 
sible tor lost, stolen or misdirected mail. 

On or about A ugust 1 5, 1 992, winners will be randomly 
drawn from among all eligible entries. By accepting their 
prizes, winners consent to the use of their names, photo- 
graphs, or other likenesses for the purpose of advertise- 


ments or promotions on behalf of “Nintendo Power” 
magazine or Nintendo ot America Inc. without further 
compensation. Prizes are limited to one per household. 
Chances ot winning are determined by the total number 
of entries received. The ratio of prizes to entry cards distri- 
buted is 1:1,350,000. No substitution of prizes is permit- 
ted. All prizes will be awarded. To receive a list of winners, 
which will be available after August 31, 1992, send your 
request to the address provided above. 

GRAND PRIZE: The winner will receive the actual 
arcade game, Super Mario Bros. Pinball, which has an esti- 
mated value of $3000. Some restrictions apply. 

This contest is not open to employees of Nintendo of 
America Inc., their affiliates, agencies, or immediate fami- 
lies. Void in Canada and elsewhere where prohibited by 
law. This contest is subject to all federal, state, and local 
laws and regulations. 


■■□□□□□□□■□□□□■□□□□□□□a 







. PRE- OWNED FT a 


POES H£ 0R£A I HE 
FIRE OR 15 H* 
SUKNEP OUT? 


5 A PRAGON, 
.'^‘" T H£7 . 


r WHY PONT YOU 
HAVE R LOOK RT 
THE5E NEW flaw- 
's, PROOF SCALES. - 


' I'VE 5EEN ^ 
MOKE flRN\BS 
FRO/A f\ 

. BIRTHPRY m 
VY. CANPLE. ^ 


y WELL, UFF' 

IHAT'S Hie 
5M0K5 SCREE N. 


^ PIVE BOMB 1HA r 
PRAGON BELOW US. 
AWP LET'S SEE 50WE 
v FIREWORKS a 


p RA 60 N 5 


WHOAJ 

STOP.' 

POWN, 


r MY > 
TONSILS 
qR£ SORE, 

. RHC>,.. . 


''THAT pragon \ 

YOU SOLP ME 
COULPN'T TOAST 
A MARSH MALLOW. 
so r y 

N. HIM. 


^YOU^ 

PIP 

WHAT?) 


IF WE FLY 
TOO LOW, WE 
MIGHT CRASH 
INTO HILLS OR 
TRESS. THE VIEW 
MUCH NICER 
K UR HERE. 


WHAT \ 
/"IRE YOU N 
’IFF TIE MAGIC 

• .'-eh? y 


"' A I'LL ^ 
GIVE HIM 
, POWM! 


. Boy -t4W 


Mi F t f(o tf&FoSk 



jra^ 7 



BL1/^ J 'THAT kip ^ 




HT | ( REALLY BURNS ) 

HL aiX. me up. 


100 NINTENDO / •>" . k 



I ACTRAISER 


Daved Smedley Ashdown, AR Finished 

Scott Aaronson Washington Crossing, PA Finished 

Ryan Patti Littie Ferry, NJ Finished 

Dana Wikner Harrisburg, SD Finished 

Joseph Hardy Brigham City, UT Finished 

Michael Patterson Benicia, CA Finished 


BATMAN: 
RETURN OF THE JOKER 


Brad Duguid 

Brian Annis 

Coby Glass 

Derik Davis 

Frank Santoro 
George Yendel 
Jason Paseka 

Victoria, BC 
Lansing, Ml 
Bedford, Ml 
Albuquerque, NM 
Jamaica, NY 
Birmingham, AL 
Fremont, NE 

Finished 

Finished 

Finished 

Finished 

Finished 

Finished 

Finished 

ICASTLEVANIABZI 

Thomas Wilsey 

Sidney, IL 

Finished 

Evan Christean Salt Lake City, UT 

Finished 

Betty Bartel 

Mentor, OH 

Finished 

Daniel A. Nagel 

Cheyenne, WY 

Finished 

1 DR 

. MARIO 

Randall Hand 
David Aplin 

Annie Wendell 
Ruben Torres 
Adam Coleman 

Meridian, MS 

Clio, Ml 

Chicago, IL 

New York, NY 
Wauseon, OH 

6,617,100 

1,215,400 

508,600 

318,000 

255,400 

DUCK TALES 

Andy Gilderon 
Angela Perdona 

Portland, OR 

San Francisco, CA 

Finished 

Finished 

Bobby Gray 

Greg Near 

Corpus Christi, TX 
Mukilteo, WA 

Finished 

Finished 

1 FINAL FANTASY II! 

Vicky Hansen 
Melcher Fabi 

El Monte, CA 

San Leandro, CA 

Finished 

Finished 

Robby Gray & 
Greg Chaffin 
Joshua Scurran 

Stoneville, NC 

Finished 

Finished 

Tom Hoepf, Jr. 
Jeremey Scott 

Tiffin, OH 

Lorain, OH 

Finished 

Finished 


ITHE FLINTSTONESl 


Sharon Edelman South Euclid, OH Finished 

Jason Noack Batavia, IL Finished 

Adam Kirk Louisville, KY Finished 

Eric Ayotte Prevost, PQ Finished 

Eric Menzie Springfield, NJ Finished 

Kurt Williams Altoona, PA Finished 


I HOME ALONE 


Chris Grimes Lebanon, IN Finished 

David Patterson Canton, TX Finished 

Edgar Maldonado Freeport, NY Finished 

Jordan Gastwirth Moorpark, CA Finished 

Koji Fox Aloha, OR Finished 


JOE & MAC: 
CAVEMAN NINJAS 

Justin Street Tacoma, WA Finished 

Stephen LeBlanc West Wego, LA Finished 

Trevor Bandor Newark, NJ Finished 

I MEGA MAN EZ I 


Allen Dajao Vallejo, CA Finished 

Ashley Frohwein Atlantic Beach, FL Finished 

Chris Koenig Pipersville, PA Finished 

Dan & John Ross South Zanesville, OH Finished 

Hugo Legare Cambridge, ON Finished 

James Stierman Dearborn Heights, Ml Finished 

Jason Sico Scranton, PA Finished 


METROID D: 
RETURN OF SAMUS 


Chris McEacham Dalton, GA Finished 

Duke Goodman Milan, IL Finished 

Jeff Smith Lakewood, NJ Finished 

Noel Kukucka Lorain, OH Finished 

Richard Dixon Selden, NY Finished 


THE SIMPSONS: 
BART VS. THE WORLD 

Ryan Bangert Green Bay, Wl Finished 

Matthew Davidson Baltimore, MD Finished 

Adam Warren Eureka, CA Finished 

Sei II Im Woodside, NY Finished 


SPACE SHUTTLE 
PROJECT 


David Howell Ooltewah, TN Finished 

Jake Little Jackson, MS Finished 

Kirstie Davis New York, NY Finished 

Mike Sorice Houston, TX Finished 

Tim Herschbach Grove, OK Finished 


I STAR WARS I 


Lucas Phillips Nicholasville, KY Finished 

Andrew Jackson Lafayette, LA Finished 

Brett Robinson La Plata, MD Finished 

Franny Lowkey Minneapolis, MN Finished 

Kevin Kitamura Hilo, HI Finished 

Robert Leslie Los Angeles, CA Finished 

Steve Taylor Toronto, ON Finished 


SUPER GHOULS 
'N GHOSTS 


Danny Gold 
Kent McKinney 
Dan Watabe 
Dennis Dewey 
Joshua Dilley 
Daniel Tibbets 
Mark Pena 
Anthony Pepe 


Howard Beach, NY 
Lakelan, FL 
Wrightstown, NJ 
Blanchard, OK 
Chillicothe, OH 
Houston, TX 
Bedford, TX 
Pocano Lake, PA 


Finished 

Finished 

Finished 

Finished 

Finished 

Finished 

Finished 

Finished 


TETRIS 


Greg Augustine Sarver, PA 515,612 

Woody Saunders Suffolk, VA 220,790 

Phillip Chamberlain Greenwood, IN 1 34,790 
Julie Peesley New York, NY 48,700 

Tabatha Allyson Epping, NY 43,912 

Kyla & Micah Barnott Redmond, WA 20,1 28 


TINY TOON 
ADVENTURES 


Billy Staehle Downers Gove, IL Finished 

Cesar Lopez 

Garciamora El Paso, TX Finished 

Jeff Brannon Douglasville, GA Finished 

Jerem Lurinetti Oglesby, IL Finished 

Joe Smedo & 

Vince McKean Farmington, Ml Finished 

Nicolas Reed San Francisco, CA Finished 


Ted Kolesar North Vancouver, BC Finished 


FINAL FIGHT 


Brian Kuhlman Roseville, MN Finished 

Tony Eberly Arvada, CO Finished 

Jose Luis DeVera Tamuning, GU Finished 

Eric Pena San Antonio, TX Finished 

Vincent Jerman Lincoln Park, NJ Finished 

Bill Kett Morris Plains, NJ Finished 

Bryan Petrey McLean, VA Finished 


Join the league of Power Players by 
sending photos of your high scores to: 

Nintendo Power Players 

P.0. Box 97033 
Redmond, WA 98073-9733 


VOLUME 38 101 












TWO GUYS' OPINIONS ON THE LATEST RELEASES 


Our review of the latest NES, Super NES and Game Boy 
releases has changed slightly. A description of each game 
is followed by quick impressions from George and Rob. 


Ferrari Grand Prix Challenge 


Join the Grand Prix World Championship Circuit as the 
driver for the Ferrari Team and compete in a field of 25 
Formula One racers on 1 6 international tracks against 8 other 
racing teams. Special features include a choice between auto- 
matic and manual transmission and a radio for tips. 



PFfiRPF I While this game doesn’t have the amazing 
w lu • graphics and array of car parts that are available 
in FI ROC for the Super NES, it is a decent Formula One 
racing game. 

I think that it’s much better when you use the 
option to turn off the music and turn on the 
sound effects. Unless you can hear the roar of the engine, you 
just don’t get a sense of speed and danger. 


Might and Magic 


This role playing adventure is based on the first installment of 
a popular personal computer game series. It’s a first-person 
perspective journey through a mysterious underground area 
known as the Inner Sanctum. Form a party of Humans, Elves, 
Dwarves and other types of fighters and magicians, then set off 
for a long and challenging journey. 


PFfiRPF I Might and Magic is in the tradition of the 
I Wizardry series. Some players may find the per- 
spective confusing, but I think that it helps the feel of the game. 


nnn Dungeons & Dragons fans will like this one, 
but it’s not a game for first time role players. 


The story is a bit confusing and there’s not much action. 


Capcom’s Gold Medal 
Challenge ‘92 


As many as eight players can compete against one another in 
this 1 8 event sports competition, which will be out just in time 
for the summer games in Barcelona. 


PFfiRPF I This game is very similar to Track and Field II, 
[hough it does feature a different lineup of 
events. I think the play control is intuitive, but the game may 
be too easy if you use a controller with a turbo function. 


ROB ^hat would be cheating. Ifyou’re going to win, 
luu 1 you’ve got to be pushing the buttons with your 
own quick reflexes. My favorite events are the Long Jump and 
Weightlifting. 


Panic Restaurant 


Frenzied food creatures have taken over Cookie the Chef s 
kitchen. It’s up to you to guide Cookie through six courses of 
culinary craziness. 

PFfiRPF I ^ an ' c Restaurant plays like a standard side- 
— IZ J scrolling, action game. I especially like the 
giant attack Ladle at the end of the first stage. 

ROB I ^' s § ame ' s f un anc ^ true to * ts th eme - The 

i stages even have names like Appetizer and 
Main Course. Clever. I also like the bonus games, like the one 
where you grab the fish that are jumping out of the water. 


102 NINTENDO POWER 










Knight Quest 


Put yourself into the shoes of young Will, a teenager who 
dreams of becoming a knight and serving his kingdom. In 
order to prove himself worthy, Will sets off to rid the kingdom 
of a terrible menace and he finds many adventures along the 
way. In typical role-playing fashion, the fighting scenes re- 
quire more strategy than dexterity. You choose from four differ- 
ent fighting techniques and watch as Will carries them out. 



GEORGE I I nmostr °l e 'Pl a > , ' n gg arnes > t hefightingscenes 

I just happen without any warning. I like the 
fact that, in this game, you can see the enemies approaching 
and that you can avoid fighting them if you’re low on energy. 

ROB 1 That is a good feature. It puts you in control of 
J your own destiny a little more than you would 
be if the enemies just ambushed you every time. 


Centipede 


Like other early ’80s arcade hits. Centipede, has made its way 
to Game Boy. Multi-sectioned creatures zigzag through a 
screen full of obstacles and crawl down to your level. It’s up to 
you to knock out all of the sections before they get too close. 



GEORGB 1 ve hked all of the arcade classic translations 
■ i J from Accolade so far, though the screen can get 
a little crowded and confusing on this one. 


ROB 1 


While it may not be as sophisticated as some 
newer games, it still is a fun diversion. 


Jeep Jamboree 


Drive over bumpy courses, big rocks and road blocks in a four- 
wheeler free-for-all for one or two players. A single player 
attempts to race out in front of a 20 jeep pack while two players 
compete side-by-side on an otherwise empty course. 

GFHRGF I The graphics are fun and fast moving in this 
1 ucvnuc j racer , t rea|ly feels , ike an off _ road race 


ROB J ^ like act ' on ar *d fhe feel °f the game also. 

Since everything does move so quickly, though, 


sometimes you can run into an obstacle before you have a 
chance to react. That can be a little frustrating. 


Toxic Crusaders 


The war on polluters has begun. Evil Dr. Killemoff is aiming 
tomessupTromavillewithhis band of Radiation Rangers. It’s 
your job to guide the Toxic Crusaders to Killemoff s lair and 
stop him before he gets out of control. You guide Toxie, 
Nozone, Junkyard, Headbanger and Major Disaster as they 
make their own efforts to defeat Killemoff with their own 
fighting techniques. 




r f"5»'3 f— . 




m v. : % f 




GEORGE I There are a lot of similarities to a T.M.N.T. 

• game in this side-scroller. You’ve got mutants, 
characters with different abilities and a lot of toxic waste. I 
think that it’s great! 

rob ]' like this one too. And I'd say that the charac- 
— " ■ • ters are more different from each other than 

the Turtles are. The play control is also very intuitive. 


Wave Race 


Pilot a personal water craft through 1 6 worldwide water courses 
in this Game Boy racer for up to four players. You’ll start in the 
550cc class and work your way up to the big 800cc engines. You 
can hit jump platforms for extra air, steer around buoys and 
pylons and lean on the turbo jet for an extra boost of speed. 



GFORGF I ^ s ^ u P er R-C- Pro-Am on the water! This 
- I game is a lot of fun, and you really do get a sense 

of racing on a water course. I especially like the way that your 
craft skids around corners. 


ROB 


^ It’s best if you’ve got a lot of players. When 


four friends are all challenging each other a 


once, the room is just charged with excitement. 




% 


The opinions of Rob and George do 
not reflect the opinions of tlintendo 
Power Magazine or tlintendo of 
America Inc. 


J 


VOLUME 38 103 









Rival Turf 


Oozie Nelson and Jack Flak kick and punch their way through 
crime-ridden streets in this two-player simultaneous fighter. 
Oozie can unleash the incredible Storm Bomber move, while 
Jack can attack with the super Sweep Hurricane. 



f prnnpr I This game is more or less Final Fight for two 
| UCUIUIC | players. Games like this are usually more fun 
when you have a partner, but I can’t help thinking that we’ve 
seen this all before. 


ROB 


I And we’ll see it again. Street fighting games are 

Je ' — 


I extremely popular. While this one really doesn’t 


offer anything new, it is a well-executed game for its type. 


Magic Sword 


This Super NES conversion of the arcade hit offers the same 
great graphics and smooth action as the original. Climb a giant 
tower and take on its evil inhabitants with help from your 
mighty sword and a host of fighting companions. You’ll get 
help from other fighters by collecting keys and opening locked 
cells along the way. They range from star-tossing ninjas to 
powerful magicians. 

f pcnppc I I’ve played Magic Sword at the arcade quite a 
[ tunu l kj tant j this translation is right on target. What 
sets this game apart from other sword-wielding action games 
is the fact that you can get help from such a wide variety of 
supporting fighters. 


ROB )" ike that feature as well. It’s also cool that you 
J can select stages at the beginning so that you’re 
not always starting on the first floor of the tower. 


Super Battletank: 
War in the Gulf 


Inspired by last year’s Persian Gulf War, Super Battletank: 
War in the Gulf is a tank combat simulation that takes place 
in Kuwait and Iraq. It’s your job as a tank commander to carry 
out various ground war activities, like blasting other tanks, 
taking out missile launchers and navigating through mine fields. 



[' prnnpr | I like the combat scenes in this game and the 
1 realistic graphics. I had hoped there would be 

more strategy than just locating enemies and firing away. 


nnn There really isn’t that much strategy to the 
game, but I think that it does get a little more 
complicated and involved as you progress through the missions. 


Spanky’s Quest 


Enter the fantasy world of Mopoland and help the adventur- 
ous monkey, Spanky, clear six large and puzzling towers. By 
bouncing a magic ball on his head and changing it into an 
attack ball, Spanky can stun his enemies and collect the tower 
keys. There are more than 60 tower rooms in all. 



PpnPPF I Spanky’s Quest for the Super NES is very 
l I much like its Game Boy predecessor, only with 

more detailed graphics and different level designs. It’s a pretty 
elementary game but I can see maybe a younger brother or 
sister liking it. 


pQg | I do like the detail of the backgrounds and the 
play control is very responsive, but it’s not a 
game that I’d play for hours and hours. 


Thunder Spirits 


Tune up your Vrax fighter for an eight-stage battle beyond the 
stars. A deadly bio-computer is wreaking havoc on four alien 
worlds. As the pilot of a super-equipped space cruiser, you 
have the power to fly down to the surface of the planets, blast 
the evil robots that have taken over and work your way to the 
computer’s core. 



fiFORfiF I This game is a lot like the Super NES space 
■■ ■ J shooters that have preceded it, like Super 

E.D.F., Gradius III and Darius Twin. It would take a real ran 
of this type of game to want more than one or two games of 
this type. The graphics are quite detailed, but sometimes the 
ship gets lost in the background. 


nnn | I really like the inventive enemies in this game. 
I nwu * They all seem to be these huge robots that are 
designed for nothing but total destruction. They really make 
the game for me. 


104 NINTENDO POWER 














NCAA Basketball 


Since there are a few minor changes being made to this 
ground-breaking basketball game, the release has been moved 
to early fall. It should be out just in time for basketball season 
to begin. 

GEORGlI ^' S ' s die most realistic basketball game I’ve 
I ever seen. You’re dropped straight into the 
action with that on-the-court view. I also like the number of 
defensive and offensive plays that you can call on the run. 

[ DOR The way that the point of view turns around so 

nup J quickly might be a little confusing for some 
players at the beginning, but you do get used to it after a while. 


Street Fighter II 


The hottest arcade game around has been faithfully repro- 
duced for this Super NES conversion. One or two players can 
participate in a one-on-one battle that takes place in 12 
locations worldwide. You can choose to control one of eight 
incredible fighters, each with his or her own special moves. 

GEORGF I This is just like having the arcade game at 
i J home! The fighters are big, the action is fast 
and the special moves are incredible. 


I’d have to agree with you. This game is a must 
have for Super NES players who like action 
and competition. 


YOUR GUIDE TO THE LATEST RELEASES 


NES TITLE 

COMPANY 

PLAY INFO 

POWER METER RATINGS 

G P C T 

GAME TYPE 

CAPCOM'S GOLD MEDAL CHALLENGE '92 

CAPCOM 

8P-A/BATT 

3.0 

m 


3.7 

SUMMER GAMES 

FERRARI GRAND PRIX CHALLENGE 

ACCLAIM 

1P/PASS 

2.8 

3.6 

2.8 

2.8 

RACING 

MIGHT AND MAGIC 

AM. SAMMY 

1P/BATT 

3.3 

2.9 

3.1 

3.1 

ROLE PLAYING 

PANIC RESTAURANT 

TAITO 

IP 

3.4 

3.5 

3.5 

3.8 

COMIC ACTION 


GAME BOY TITLE 

COMPANY 

PLAY INFO 

POWER METER RATINGS 

G P C T 

GAME TYPE 

CENTIPEDE 

ACCOLADE 

2P-S 

2.6 

m 

w 

3.2 

ARCADE CLASSIC 

JEEP JAMBOREE 

VIRGIN GAMES 

2P-S 

3.4 

3.3 

3.0 

3.0 

DRIVING 

KNIGHT QUEST 

TAITO 

1P/PASS 

3.3 

3.0 

3.3 

3.3 

ROLE PLAYING 

TOXIC CRUSADERS 

BANDAI 

1P/PASS 

3.1 

3.4 

2.8 

2.7 

COMIC ACTION 

WAVE RACE 

NINTENDO 

4P-S/BATT 

3.3 

4.0 

3.7 

3.8 

WATER RACING 


COMPANY PLAY INFO POWERWETEB RATINGS GAME TYP' 


MAGIC SWORD 

CAPCOM 

IP 

3.6 

3.7 

3.4 

3.3 

SWORD BATTLE 

NCAA BASKETBALL 

NINTENDO 

2P-S/BATT 

3.6 

3.4 

4.0 

4.0 

BASKETBALL 

RIVAL TURF 

JALECO 

2P-S 

3.5 

3.8 

3.5 

3.0 

STREET FIGHTING 

ROMANCE OF THE THREE KINGDOMS II 

KOEI 

SP-A/BATT 

3.2 

2.7 

3.2 

3.1 

ROLE PLAYING 

SPANKY'S QUEST 

NATSUME 

IP/PASS 

3.3 

3.1 

2.9 

2.8 

PUZZLE ACTION 

STREET FIGHTER II 

CAPCOM 

2P-S 

4.2 

3.7 

4.1 

4.0 

STREET FIGHTING 

SUPER BATTLETANK: WAR IN THE GULF 

ABSOLUTE 

IP 

3.6 

3.2 

3.3 

3.3 

COMBAT SIMULATION 

THUNDER SPIRITS 

SEIKA 

IP 

3.4 

3.4 

2.9 

2.9 

SCI-FI ACTION 


m 


You can get the most out of our 
game chart by understanding 
the categories. Title, Company 
and Game Type are self 
explanatory. Use this Key to 
understand Play Info and the 
valuablePower Meter ratings. 


PLAY INFO 

Games are made to be played with as many 
as eight players. Some also employ a battery 
or password to save game play data. 

#P=NUMBER OF PLAYERS 
S = SIMULTANEOUS 
A = ALTERNATING 
BATT = BATTERY 
PASS = PASSWORD 


POWER METER 

The Pros at Nintendo HQ rate 
each new game. Ratings are 
from 1 (poor) to 5 (excellent) in 
four different categories. 

G = GRAPHICS AND SOUND 
P = PLAY CONTROL 
C = CHALLENGE 
T = THEME AND FUN 


VOLUME 38 105 







JULY 1992 


Whoa! There's been a bit of a shakeup in top ranks of each category, especially in the Super 
NES category. F-Zero lost a little steam and Zelda moved up, but WWF Super WrestleMania 
shot to the top of the Dealers' lists and that moved it into the #3 slot. 




1 

8,355 

POINTS 

few'. 

133 months] 


SUPER MARIO BROS. 3 £ 

m 


BATTLETOADS 



MEGA MAN 1 


TMNTffl: 


THE MANHATTAN 
PROJECT 

Making an impressive 
move up the chart was 
the goal for the Turtles. 
Obviously, they accom- 
plished it. 


Here they are again! No other 
game has had this kind of 
H lock on the top of the charts. 
Congrats, Mario and Luigi! 


8 pint's TMNT I: THE ARCADE GAME 

9 points DR. MARIO 


The Toads are back into sec- 
ond place after faltering a bit. 
The Dark Queen is still set on 
having frog legs for dinner. 


SS TETRIS 


This time, Dr. Wily AND 
Dr. Cossack are out to stop 
Mega Man. Everyone’s 
favorite blue robot will fight 
them off. 


THELEGEND0F2ELDA 

As long as Link can wield 
his sword and shield, 
Players will continue to 
help him use them. 


US THE ADDAMS FAMILY 
f16~Kiwrs TINY TOON ADVENTURES 


( 1 5 PO I NTS 


1 7 points ZELDA II: the adventure of link 

1 8 point’s CASTLEVANIA I: DRAWS CURSE 
119 pSnts THE SIMPSONS: bart vs. the world 

20 PO?N' 


106 NINTENDO POWER 








SUPER NES 



9,171 

POINTS 

7 MONTHS 


SUPER MARIO WORLD 



Less than a thousand beans 
separates Mario and Zelda ii 
the Super NES category. 


8,254 

POINTS 

7 MONTHS 

8,026 

POINTS 

2 MONTHS 

H F-ZERO 


THE LEGEND OF ZELDA: 




7,303 

POINTS 


The F-Zero racers must 
have had to pit because 
they lost some precious 
ground to the competition. 


5,730 

POINTS 


One of the greatest war- 
riors from the past is 
presently taking care of 
his Super NES business. 


[ 6 POINTS 


fT 4,606 
/ POINTS 


T 


FINAL FANTASY H 
FINAL FIGHT 


(8 • SIMCITY 


Q 3.095 
, U POINTS 


Q ACTRflISER 


A LINK TO 
THE PAST 

I Remember when we predict- 
I ed Zelda would be the game 
*■ v to take over the Super NES 

top slot? It may happen soon! 

WWF SUPER WRESTLEMANIA 

Simply amazing! The newest 
WWF game gave an Atomic 
Knee Drop to the competi- 
tion at the Dealer level. 

Ouch! 


1CASTLEVANIAI 


1 0 po?nts pilotwings 

11 pSotT CONTRA I : the alien wars 
(12 po™s THE ADDAMS FAMILY 


13 p»!?s SUPER GHOULS 'N GHOSTS 

1 4 poms JOE & MAC 

15 && STREET FIGHTER II: 'BSL 1 


16 , 


1 7 POINTS SUPER SMASH T.V. 


0 8 pEnts U.N. SQUADRON 
19 P^fe JOHN MADDEN FOOTBALL 


20 points SUPER OFF ROAD 


■I 


GAME BOY 



And you thought that Mario 
was on his way out in the 
Game Boy category. Mario 
may be up to something new. 


METROID II: REM0F 


SUPER MARIO LAND 6 ^ the simpsons: mm 

7 poSfs] MEGA MAN in or. wilvs revenge 

8 4% FINAL FANTASY ADVENTURE 

9 £T&] TERMINATOR 2: judgment day 

10 points 1 TMNT: fall of the foot clan 

11 HOME ALONE 

F I RACE 

CASTLEVANIA I TBEIMONTSREVENGE 

FINAL FANTASY LEGEND E 

FACEBALL 2000 ~ 

OPERATION C 

SUPER R C PRO-AM 


SAMUS 

Samus was on track to hold 
on to the top spot for quite a 
long time, but she got held up 
by a pesky Metroid. 


12 , 


BATTLETOADS 


13, 




The only territory left for the 
Toads to cover is the Super 
NES category. They may be 
there sooner than you think. 


15, 


4,504 

POINTS 


DR. MARIO 

' 

A good doctor is always 


on call to help those in 

4,241 

those in need of some fun. 

POINTSJ 


TMNT 0: “ST 

Dudes! Check 'em out! 
The small screen Turtles 
are back from the sewers 
and back into the top 5. 


17 


18 IK THE ADDAMS FAMILY 

19 POINTS, ^ 


VOLUME 38 107 







PLAYER’S PICKS 


Jared Hqjjiwg^worth I Brandom9.sbome 

AlamogordETmil^^ I West VaNeyTSfoyjSi^L 



Final Fantasy Adventure 
Final Fantasy Legend II 
Final Fantasy Legend 
Tecmo Bowl 

TMNT E: Back From the Sewers 




The Addams Family 
Bubble Ghost 
Home Alone 
Super Mario Land 
Super R.C. Pro-Am 

mimm 


Super Mario Land 
Super R.C. Pro-Am 
Double Dragon H 
Operation C 

Terminator 2: Judgment Day 


PLAYER’S PICKS 


Mitcfl^LLee 

S p r i n gviTie^^yy 



Tecmo Bowl 
Batman 

TMNT: Fall of the Foot Clan 
F-l Race 

Super Mario Land 

EESHEI3Z3 


PLAYER’S PICKS 


Paul AgpJ^berry 

D a yton"*®'W^^ 



Dr. Mario 
F-l Race 

Super Mario Land 
TMNT E: Back From the Sewers 
TMNT: Fall of the Foot Clan 


Kylej^rggton 

G eorget own>©jjiJ v 



Terminator 2: Judgment Day 
Days of Thunder 
Super Mario Land 
RoboCop 
Home Alone 


MES Action/Adventure Games: 
Player's Picks for July 1992 

3 . Mega Man Iff 

1 . Super Mario Bros. 3 

4 . TMNT HI: B5S n “ an 

2 . Battletoads 

5 . The Addams Family 


TAKE 5 

The readers of Nintendo Power 
have voted these games to be their 
Top 5 NES Action/Adventure games. 
Cast a vote for your favorites in the 
Player’s Poll this month. 


108 NINTENDO POWER 





Tori 


Spelling 


90210 is the zip code for one of the 
hippest communities in Southern 
California, Beverly Hills. Tori 
Spelling should know — she grew up 
there, and now she plays one of the 
most popular kids in high school on 
“Beverly Hills, 90210, ” the hottest 
show on television. Both on and off 
the show, she has all the tools for 
success: talent, beauty and brains. 
And she certainly knows how to 
have a good time, especially when 
she plays Nintendo games. 


Nintendo Power: How did you get 
started acting? 

Tori Spelling: I started when I was six 
years old, doing an episode of “Vegas” 
for my dad (Aaron Spelling). I played the 
secretary’s daughter and had to ask my 
uncle to go ice skating with me. That 
was my big debut! I loved it from the 
beginning and always knew that I want- 
ed to pursue an acting career. 

NP: What’s life like on the set of 
“90210”? 

TS: It’s great. As a cast, we’re all really 
close. We spend so much time together 
that each member has become a big part 
of my life. We have a lot of fun joking 
around. 

NP: What’s it like working with Luke 
Perry and Jason Priestley? 

TS: They’re wonderful people and great 
friends. I’m impressed with them because 
even though they receive so much atten- 
tion from girls and the press, they’ve 
remained unaffected and genuine. 

NP: Are you much like Donna, the char- 
acter you play? 

TS: We’re both funny and have good 
senses of humor, but she’s kind of ditzy 
and I’m not, so we’re different in that 


way. I’m pleased with Donna’s progress 
though. She’s become more insightful 
and realizes that she, like most teenagers, 
has some problems. 

NP: How has the show’s success changed 
your life? 

TS: Being a celebrity is fun, but it makes 
life a lot less private. I can’t go to shop- 
ping malls anymore — kids run up and 
ask for my autograph. But it can also be 
really neat when adults tell me how 
much they enjoy the show and that it 
helps them with their kids. 

NP: What do you do when you’re not 
working? 

TS: I play Nintendo games, do inter- 
views, try to catch up on my sleep and 
take it easy. I also like to read and write. 
I generally enjoy reading fiction — 
romance novels and horror stories. 

NP: What are your favorite games? 

TS: I like all of the Super Mario games, 
and I particularly enjoy thought-provok- 
ing games, the ones that make you search 
for hidden objects. 

NP: Who do you play Nintendo games 
with? 

TS: I have the Super NES in my bed- 
room at home, and I have an NES in my 


dressing room on the set. Every single 
day I play Super Mario Bros. 3 with 
Shannen [Doherty] and Jennie [Garth]. 
Luke and Jason also play, but they’re not 
as good as we are. 

NP: What plans do you have for the 
future? 

TS: I’ve always wanted to act, but I also 
have aspirations to write scripts for 
motion pictures and television. I’m excit- 
ed about my screenplay, “Footprints in 
the Sand.” It’s a short film I wrote, pro- 
duced and directed about a group of 
high school girls spending their last sum- 
mer together. 



The cast from the hottest show around, Beverly Hills, 
90210, clockwise from the upper right: Jason 
Priestley, Luke Perry, Shannen Doherty, Tori Spelling, 
Brian Green, Jennie Garth, Ian Ziering and Gabriele 


VOLUME 38 109 




A LOOK INTO 
THE GAMES OF 
THE FUTURE 


m WATCH 


Super Mario Kart 


Our globe-trotting Pak 
Watchers recently caught up to a couple 
of Super NES carts at Nintendo Com- 
pany Ltd. in Kyoto, Japan that will be 
coming your way this fall. First off, 
Super Mario Kart is a new kind of 
racing game. Instead of high-powered 
Formula One racers, you’ll control a 
zippy go-cart in the Mushroom King- 
dom with opponents like Bowser and 
PrincessToadstool. You'll race on tracks 
through places like Ghost Houses and a 
plain of chocolate. In the split-screen, 
two-player battle mode, you collect 
weapons such as Koopa shells and fire 
them at the other racer. In the one- 
player mode, you get an overhead view 
or a rearview on the split screen. The 
characters and objects will be familiar 
to anyone who has played Super Mario 
World. 

Super NES Battle Clash is a 


SuperScope game in which you blast 
away at invading robots. The idea is that 
you are a gunner inside a robot of your 
own. A partner (human or computer) 
steers your robot to face the attacker 
while you aim and shoot. Each enemy 
robot has its own unique attack, and the 
action is often blindingly fast. Look for 
a different name when the game is actu- 
ally released. Finally, your Pak Watch- 


ing staff has been playing with a new 
kind of controller for the Super NES- 
-Nintendo’s Power Mouse. Plans call 
for the mouse to be packaged with 
Mario Paint. With more and more 
adaptations of PC games for the Super 
NES, and with CD games on the 
horizon, the Power Mouse should al- 
low quicker access to menus and other 
point and click functions. 



1 1 




~ Mr~W- 

| ™ ■■ ■» 




- ....iHiGH.asraD 


r ; •<-«»»■■» -i 

~ A M. 


jii 

■ x 


Hill' i-l 

IjSSS T2|> 




110 NINTENDO POWER 




Dinosaurs 


What would 
happen if you were transported back in 
time to the age of the dinosaurs? That’s 
the question asked by Irem’s upcoming 
Super NES action game called Dino- 
saurs. The correct answer would prob- 
ably be that a dinosaur would step on 
you, but this game is more optimistic. 
You get to ride around on a thunder 
lizard and punch out other critters. The 
premium is on jumping skills and quick- 
ness in this side-scroller that reminded 
your Pak Watching crew ofSuper Mario 
World, Super Adventure Island, and 
Joe & Mac. Although the concept is 
about 65 million years old, the game 
turned out to be well designed and fun 


to play. Easy-to-use controls and some 
challenging stages kept our interest high. 

Irem is also working on a golf release 
called The Irem Skins Game, in which 
you get to play a Skins match with some 



IREM 


power golfers. If you win a hole, you 
also win the Skin for that hole, which is 
a dollar amount. Too bad the dollars 
exist only on video. 




Super Star Wars lucasfilm 


Super Star Wars from 
Lucasfilm Games and JVC, due out this 
fall, is based on the original block-bust- 
ing adventure, which means that Luke 
and friends are out to destroy Darth 
Vader’s Death Star. 

This game will feature Mode 7 ef- 
fects and digitized voices. The side and 
vertical-scrolling action will be intercut 
with cinema scenes and the program- 
mers promise lots of neat options like 
using vehicles. 



Super 


The Double 
Dragon saga is coming to the Super 
NES soon according to Tradewest. Ac- 
tion fans are going to eat up the super 
animation, particularly the specialty 
moves like spin kicks and body throws. 
The plot puts the brothers Lee in the 
thick of a martial arts madhouse. This 
time the action is in Vegas— on the streets, 
in the casinos and even in the elevators. 
The variety of the enemies is greater 
than ever before, and many of the thugs 
have great new moves. Graphics and 
sound are arcade quality and you can 
customize the controls to suit yourself. 


Double Dragon tradewest 


Pak Watch has also been watching 
the progress of Tradewest’s Danny 
Sullivan’s Indy Heat, a racing game 


featuring Indy-type cars on many of the 
fastest tracks around. Word is that it 
should be at the starting line soon. 


VOLUME 38 111 






Miner 2049er 


Ifyou've wanted to explore 
a radioactive uranium mine— ana you 
can bet that your fearless Pale Watch 
reporters were hot to try it— here’s your 
chance. Miner 204 9er from Mindscape 
is an action puzzle game for Game Boy 
that this Pak Watcher found to be quite 
challenging. With the clock ticking you 
must clear all the fall-out dust from the 
floors of a mine. Expect to find tricky 
jumps, obstacles, traps and mutant en- 
emies. If you want to win, you really 
have to glow for it! 



MINDSCAPE 




Super Mario Land 2 Nintendo 


When Mario returns to 
Game Boy in Super Mario Land 2 this 
fall, the biggest surprise may be Mario 
himself, whose on-screen character has 
increased in size. The larger Mario im- 
proves the control. The animation also 
looks great. Apart from that, SML 2 has 
more of a Super Mario World feel with 
an overworld map on which to roam to 
areas like the Pumpkin Dome. 



_ 


n 

h 


i 

"fsrrrsEsr 



M 



Legend of the Ghost Lion kemco 


Maria’s parents were 
lost in the wilds of Africa and now she 
must save them from the curse of the 
Ghost Lion. So begins Kemco’s Legend 
of the Ghost Lion— a sort ofNES Sheena, 
Queen of the Jungle thing. Frankly, 
this Pak Watcher was surprised to find 
an American child charging about Af- 


rica with a couple of spirit warriors in a 
Dragon Warrior look-alike RPG. But 
plot and presentation aside, Ghost Lion 
has something to offer RPG fans, espe- 
cially younger or impatient players. In 
short, it’s fast and the battles are easy to 
win. 

Later in the year expect to see Ace 


Harding: Lost in Las Vegas, which fol- 
lows on the gumshoe heels of Deja Vu. 
The Shadowgate-like interface empha- 
sizes clue gathering. We also look for- 
ward to playing Sword of Hope II for 
Game Boy. Finally, Kemco plans on 
releasing an explosive Super NES puzzle 
game called Ka-Blooey. 



112 NINTENDO POWER 








JAPAN WATCH 


Dragon Ball Z from Bandai is one of the most popular games currently in Japan 
as reported in last month’s Pak Watch. That was enough to get this Pak Watcher 
intrigued. Bandai sent a copy of the game, which turned out to be a sci-fi RPG with 
excellent animation. The combat scenes resemble action game fighting scenes, 
except you’re not in control. Too bad. Still, with all the battle choices available and 
the great animation for each special attack, each battle sequences is unique. Another 
cool part of the game is that your main character can fly all over the world under his 
own power. The fast action animation and the RPG depth make for a lively and 
complex game that has been keeping Japanese game players glued to their sets. 



GOSSIP GALORE 


It’s mid-summer and things are really starting to heat up outside and at Pak 
Watch Central. Felix The Cat for the NES is on the way from Hudson with a bag 
of magic tricks. This cat runs, jumps and cruises around in cool vehicles during the 
side-scrolling adventure. Electronic Arts’ Rampart for the Super NES also has some 
cruising in it~cruising ships that aim their cannons at you as they attempt to blow 
your castle to smithereens. Upcoming games with impressive firepower won’t be 
limited to sea/land battles. Spectrum Holobyte has become the licensee for Star Trek: 
The Next Generation. They hope to have a Super NES Pak ready to fly by early ’93 
along with an adaptation of their popular PC dogfight simulator, Falcon. The Young 
Indy TV show will be the basis for a Jaleco game next year. Also in the Super NES 
wings for ’93 is The Wizard of Oz from Seta. All Pak Watch has learned so far is that 
you can play as any of the four major characters and the plot will begin like the movie, 
then branch off to provide new adventures. Seta says the classic movie’s musical score 
will be used throughout the game. 

Far from Kansas, Hi-Tech is working on Super Hunt For Red October. Pak 
Watch received a copy of the working notes of this game with storyboard sketches 
showing missions in the Caribbean, Mediteranean, and North Pacific, plus a final 
mission to foil a coup attempt in Russia. Multiple screen view options planned for the 
game will show the Red October in side view, a periscope view of the surface, a map and 
a weapons screen. Dragon Warrior IV from Enix for the NES is also on its way this fall. 
Later in the year, expect ActRaiser II and Soul Blazer (which was renamed from Soul 
Blader). If that’s not eftough for you, we’ll have a full CES report in the next issue. 



FUTURE GAMES 

FOR THE 


NES 


Ace Harding: Lost In Las 
Vegas 

Contra Force 
Danny Sullivan's Indy 
Heat 

Dragon Warrior IV 
Gargoyle's Quest 
Felix The Cat 
Krusty’s Fun House 
Legend ol the Ghost Lion 
Rocky 


SUPER NES 


Bart's Nightmare 
Dinosaurs 

The Duel: Test Drive II 
The Irem Skins Game 
Ka-Blooey 
Mario Paint 
Out of This World 
The Rocketeer 
Super Double Dragon 
Super Faceball 
Super Mario Kart 
Super Play Action 
Football 

Super Star Wars 
TMNTIV 

Ultrabots: Sanction 
Earth 
WINGS 2 


GAME BOY 


Ariel (The Little Mermaid) 
Kirby's Dream Land 
Lunar Chase 
M.C. Kids 
Miner 2049er 
Super Mario Land 2 
Track & Field 


VOLUME 38 113 






NEXT ISSUE 

COMING NEXT MONTH IN VOLUME 39 


TMNTIE: TURTLES IN TIME 

The very same Turtles In Time game you’ve seen in the arcades 
will show up on the Super NES very soon. Konami’s game will 
also show up in the pages of Nintendo Power next month! 



GARGOYLE'S QUEST 

Firebrand the Gargoyle is back and he’s the only creature in the 
Ghoul Realm who can save the world. It’s an NES feast of flight 
and fancy from Capcom. 



KIRBY'S DREAM LAND 

Dream Land is in peril! An evil king has stolen the magic 
Twinkle Stars. If they’re not recovered, the people of Dream 
Land could starve. Nintendo sends Kirby to the rescue! 


BACK ISSUES 


These Nintendo Power back issues are available 
individually. Add them to your collection! They con- 
tain these exciting reviews: 

Volume 28 (Sept. ‘9 1 ): Super Mario World, Star 
Wars, Smash TV, Kick Master. 

Volume 29 (Oct. '9 1 ): Star T rek, F-Zero, Metroid, 
Shatterhand, Roger Clemens MVP Baseball. 
Volume 30 (Nov. '91): Final Fantasy I, Tom & 
Jerry, Where In Time Is Carmen Sandiego?, 
Flintstones, Ultimate Air Combat. 

Volume 3 1 (Dec. ‘91): Tiny Toon Adventures, 
Batman: Return of the Joker, ActRaiser, Metroid 
II: Return of Samus (Game Boy). 

Volume 32 (Jan. ‘92): Mega Man EZ, Monster In 
My Pocket, Tecmo Super Bowl. 

Volume 33 (Feb. ‘92): TMNT ID: The Manhattan 
Project, The Simpsons: Bart vs. The World, 
Rampart, Gl Joe: The Atlantis Factor. 

Volume 34 (Mar. ‘92): The Empire Strikes Back, 
Terminator 2, Nightshade, McKids, Lemmings, 
Zetda: A Link To The Past. 

Volume 35 (Apr. ‘92): Captain America & The 
Avengers, T&C 2: Thrilla’s Surfari, Yoshi. 
Volume 36 (May ‘92): Darkwing Duck, Wacky 
Races, RoboCop 3, Work Boy, Super Adventure 
Island, Contra HI, Xardion, Super Soccer. 
Volume 37 (June ‘92): Lemmings (NES), 
Dragonstrike, Stanley: Search for Dr. Livingston, 
Arcana, Krusty's Fun House, Top Gear, F I ROC. 
Volume 38 (July ‘92): Panic Restaurant, Gold 
Medal Challenge, Might 8. Magic, Toxic 
Crusaders, Street Fighter II, NCAA Basketball. 

Use the Back Issue/Tip Book Order Form in this issue 
to order back issues, or call our Consumer Service 
department at 1 -800-255-3700 to order them by 
phone with VISA or Mastercard. 


SPECIAL OFFERS 


Issues from our first two years are available 
only in special collector's sets. You won't find 
these extremely helpful issues at newsstands! 



Volumes 1 through 6 featuring classic games are 
included in the First-Year Set. 




WINGS 2: ACES HIGH 

Join the flying circus above the battlegrounds of Europe in the 
soaring World War I dogfight simulator from Namco. Prove 
that you can be an Ace of legends. 



Five of the most popular NES games of all time 
are featured in Volumes 7 through 1 2. 


3RD YEAR SET NOW AVAILABLE! 


STRATEGY GUIDES 
AND TIP BOOKS 


Nintendo Power' s Strategy Guides and tip books cov- 
er some of the most popular games ever and contain 
the most complete information. If you like these games 
and want to know every single detail about them — 
these Strategy Guides are definitely the way to go! 

STRATEGY GUIDES: 

Super Mario Bros. 3 
Ninja Gaiden II 
Final Fantasy 
4-Player Extra 

TIP BOOKS: 

The Legend of Zelda: Tips and Tactics 
How to Win at Super Mario Bros. 

Use the Back Issue/Tip Book Order Form in this issue 
to order Tip Books and Strategy Guides, or call our 
Consumer Service department at 1 -800-255-3700 to 
order them by phone with VISA or Mastercard. 


114 NINTENDO POWER 















PLAYER'S GUIDES 



scoop on 1 8 c 
hottest NES gomes 
released. Think of it as your 
map to NES success! 


Comprehensive 
coverage of 1 36 Game 
Boy titles. This is by far the best 
source of information for Game Boy. 


’Mintendg) 


:e to find the inside sto 
>lus a whopping 1 40-pai 
of Super Mario World f 
_ the Super NES. 


This super 

guide gives you information 

on 55 Super NES titles and detailed reviews 

of 1 9 spectacular gomes! 


ZELDA PLAYER'S GUIDE 

THE COMPLETE SCOOP ON A LINK TO THE PAST 


Have you finished the game yet? Maybe you have, 
but do you know everything about it? Our new 
Player's Guide gives you all of the important infor- 
mation about A Link To The Past. You'll get much 
more than just straight game play information. It 
goes as far as educating the reader about the history 
of the Hyrulian culture. This is a must-have book 
for all Zelda fans! 




THIS 168-PAGE GUIDE IS AVAILABLE NOW! 






4. ETRoAtoT S, 6/*V c 

‘■""v i ;■ 9 A 


Our goal is to try and preserve classic videogame magazines 
from years gone by before they are lost forever. 

Thanks goes out to all the people who make this possible. 
From the original editors and writers, 
to everyone involved in acquiring and digitizing these magazines. 


People interested in helping us out, in whatever way possible. 

Either by donating classic magazines, scanning, editing or distributing them, 
visit us at http://www.retromags.com 


We are only interested in preserving classic magazines 
that are at least 5 yeans out of print. 

We have no desire or intention to profit from these in any way. 

So please, if you come across people trying to sell these releases, don't support them! 


Thank You and ENJOY!